Jump to content
  • Advertisement
Sign in to follow this  

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

This topic is 2841 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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!


Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!