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rpg gamer 17

Humm... SDL_CreateRGBSurface problem

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Here is how I create and show the surface:
//creating
	x[0] = 0;
	y[0] = 0;
	w[0] = 240;
	h[0] = 120;
	a[0] = SDL_ALPHA_OPAQUE;
	Image[0] = SDL_CreateRGBSurface(SDL_HWSURFACE, w[0], h[0], 32, 255, 255, 0, a[0]);
	if(Image[0] == NULL)
		return false;
	Image[1] = SDL_LoadBMP("Foo.bmp");
	x[1] = SDL_GetVideoSurface()->w/2-Image[1]->w/2;
	y[1] = SDL_GetVideoSurface()->h/2-Image[1]->h/2;
	w[1] = Image[1]->w;
	h[1] = Image[1]->h;
	a[1] = 100;
	SDL_SetAlpha(Image[1], SDL_HWSURFACE|SDL_SRCALPHA, a[1]);
	if(Image[1] == NULL)
		return false;
...
//setting on video surface
	SDL_Rect offset;
	for(int i = 0; i < 10; i++)
	{
		if(Image != NULL)
		{
			offset.x = x;
			offset.y = y;
			SDL_BlitSurface(Image, NULL, SDL_GetVideoSurface(), &offset);
		}
	}
	return true;
...
//flipping the screen
	SDL_Flip(SDL_GetVideoSurface());
	SDL_FillRect(SDL_GetVideoSurface(), &SDL_GetVideoSurface()->clip_rect, SDL_MapRGB(SDL_GetVideoSurface()->format, 0, 0, 0));
	SDL_Delay(FPS);



Foo shows up but not the box. Am I doing something wrong? Thanks

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Have you checked some docs? It looks like you think the Rmask, Gmask, Bmask, and Amask parameters specify the initial colour for the surface, when they don't - they specify the masks for each colour component. You could do this, as mentioned:
Quote:

Using zeros for the RGB masks sets a default value, based on the depth.

however note the caveat about the alpha mask.

After you've got that fixed up, you could use SDL_FillRect to fill the surface with the orange colour you want.

(Hah.. it seems like I'm playing hide-and-seek with this thread! ;) )

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Thanks.
I've looked at several tutorials and never realized that it wasn't supposed to be numbers. >.<

I'm not graphically advance so everything in my game is going to be made of colored squares. It's going to be awesome...

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