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SDL+ SetVideoMode = lost textures... but....

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Hi all,
I'm porting a Win game to Mac using SDL.

Okay, compiling and running on Mac, I see that if you use SDL_SetVideoMode to change the resolution on the fly, you lose all textures. So, I guess the only alternative is to keep a copy of the texture bits in memory and re-bind them after the SetVideoMode, right?

Or, is there another way? Googling, I see tantalizing hints and baits that there's ways to get around the OpenGL context being destroyed by SetVideoMode... anyone know of any of these? It looks like at some point in the past, someone even put out a modified SDL that preserved the GLContext (the link goes to a linkfarm now).

Any ideas? I don't want to waste a lot of memory on texture bits if I don't have to!

Thanks,
John

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