Reputation: 1408
When trying to port SMPEG to SDL 1.2, I used SDL_CreateRGBSurface instead of SDL_UpdateTexture. In the end, however, I came up with this:
front=SDL_CreateRGBSurfaceFrom(context.frame->image,context.frame->w, context.frame->h,8,context.frame->w,0xff,0xff,0xff,0);
And this worked, but I got a black and white image instead of a coloured one. Any tinkering of the bpp had some crazy results. Could I have a tip or some sample code for this?
Upvotes: 0
Views: 213
Reputation: 1408
So, apparently you have to use an SDL_YUVOverlay. Memcpy the frame's pixel data (double the number of pixels for the amount of bytes) into the overlay and then update the surface.
I think I got SMPEG in the bag now.
Upvotes: 0