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Thread: Tilengine 2D Pascal Wrapper!

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  1. #1
    Both in SDL1 and SDL2, when you create surfaces, you can specify the pixel format - when you create an RGB texture, you need to specify the R,G,B,A-masks. You can have RGBA, ABGR or whatever you really want (although with some pixel formats, SDL's "draw line" / "fill rect" functions seem buggy and may draw a blue rectangle instead of a red one). So I guess you could try creating a Tilengine-compatible surface that way.

  2. #2
    Quote Originally Posted by Super Vegeta View Post
    Both in SDL1 and SDL2, when you create surfaces, you can specify the pixel format - when you create an RGB texture, you need to specify the R,G,B,A-masks. You can have RGBA, ABGR or whatever you really want (although with some pixel formats, SDL's "draw line" / "fill rect" functions seem buggy and may draw a blue rectangle instead of a red one). So I guess you could try creating a Tilengine-compatible surface that way.
    Tilengine uses an ARGB pixel format for 32 bpp, and packed 565 RGB for 16 bpp. Both formats are broadly supported almost anywhere.

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