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#ActualASnogarD

Posted 09 July 2012 - 11:22 AM

Add GetError to my console report and it reports : SDL_UpperBlit: passed a NULL surface

I got the values for the CreateRGBSurface from the example at :
http://sdl.beuc.net/...reateRGBSurface

using the default values, as I havent messed about with the RGB masks nor set the Alpha (except for colour key transparency , in the actual image I am trying to blit not the intermediate surface ).

It has gone over my head at this stage, a bit more in depth than I expected so I am kind of winging it so to speak.

Its not hyper crtical I get this to work, I can merely convert the level and map parts to a single map, which makes rendering just what the camera see relatively simple, its because the level is spit into small maps that I need to try fancy tricks to control the camera... the tutorial I was following left it with just a half done level rendering in the bottom corner of a 640x480 window ( and yes that is how it comes out if you take the tutorials own compiled example...same thing ).

EDIT: I have no idea why it considers either surfaces to be NULL, the source is a working image that displays on the screen ... I am using it as a test , so I know that image is fine ... the only NULL surface left must be the surf_Trial, the one being created with CreateRGBSurface.

#1ASnogarD

Posted 09 July 2012 - 11:19 AM

Add GetError to my console report and it reports : SDL_UpperBlit: passed a NULL surface

I got the values for the CreateRGBSurface from the example at :
http://sdl.beuc.net/sdl.wiki/SDL_CreateRGBSurface

using the default values, as I havent messed about with the RGB masks nor set the Alpha (except for colour key transparency , in the actual image I am trying to blit not the intermediate surface ).

It has gone over my head at this stage, a bit more in depth than I expected so I am kind of winging it so to speak.

Its not hyper crtical I get this to work, I can merely convert the level and map parts to a single map, which makes rendering just what the camera see relatively simple, its because the level is spit into small maps that I need to try fancy tricks to control the camera... the tutorial I was following left it with just a half done level rendering in the bottom corner of a 640x480 window ( and yes that is how it comes out if you take the tutorials own compiled example...same thing ).

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