| Summary: | SDL_CreateRenderer fails if software renderer has previously been created and destroyed in the same window | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Anthony @ POW Games <ant> |
| Component: | render | Assignee: | Sam Lantinga <slouken> |
| Status: | RESOLVED DUPLICATE | QA Contact: | Sam Lantinga <slouken> |
| Severity: | normal | ||
| Priority: | P2 | ||
| Version: | 2.0.8 | ||
| Hardware: | All | ||
| OS: | All | ||
| Attachments: | test code to recreate bug | ||
The test code cycles through all available renderers when you press the space key, destroying and creating a new renderer next in the list, eventually coming to the software renderer. Looks like this is a duplicate of this bug which has just been fixed: https://bugzilla.libsdl.org/show_bug.cgi?id=4426 *** This bug has been marked as a duplicate of bug 4426 *** |
Created attachment 3245 [details] test code to recreate bug You can create and destroy renderers using the same window, without having to destroy and create the window again, yes? I believe I've exposed a bug where SDL_CreateRenderer will fail when creating a software renderer when previously one has been created and destroyed. Perhaps the problem is in software renderer clean-up code related to the window? The attached main.cpp will re-create the bug every time on Windows 10, Android, and presumably all platforms.