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Iori Branford

[SDL] Strange sprite behavior in fullscreen hardware mode

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I have this sprite class, based on the Cone3D tutorials (http://cone3d.gamedev.net/), that isn't working right in fullscreen with hardware surfaces. With double buffering, I get sprite trails, but they don't look like the "Oops forgot to redraw the background" kind. They sort of shimmer, like the old garbage sprites are alternating between visibility and invisibility. Without double buffering, I get this horrible flickering like my monitor is refreshing at 30Hz or so. I have tried calling SDL_DisplayFormat and SDL_DisplayFormatAlpha on the sprite's surface at various points, all of which resulted in the sprite not being drawn at all. None of this applies to windowed or software modes.

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Just use the surfaces in software. Because SDL isn't hardware accelerated, there's no real reason to use them in hardware.

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Yes. Trying to make SDL run in hardware mode has brought me nothing but pain. It's software mode has never given me performance issues either.

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