| Summary: | Software renderer ignoring alpha, colour, and blend commands | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Anthony @ POW Games <ant> |
| Component: | render | Assignee: | Ryan C. Gordon <icculus> |
| Status: | RESOLVED FIXED | QA Contact: | Sam Lantinga <slouken> |
| Severity: | blocker | ||
| Priority: | P2 | Keywords: | target-2.0.10 |
| Version: | HG 2.0 | ||
| Hardware: | All | ||
| OS: | All | ||
| Attachments: | Test app that works here | ||
|
Description
Anthony @ POW Games
2018-12-03 15:28:13 UTC
Weird, I thought I fixed this already. :/ I’ll check this. --ryan. I built a new DLL about 10 hours ago to check your Direct3D render fix (which works now), and the software renderer is still drawing all my textures white, full alpha and ignoring blending mod. If it appears fixed your side, it might need a more complicated test situation? I can oblige you one in which case? (In reply to Anthony @ POW Games from comment #2) > If it appears fixed your side, it might need a more complicated test > situation? I can oblige you one in which case? No, I believe you. :) I'm sure it's a legit bug. --ryan. Tagging a bunch of bugs with "target-2.0.10" so we have a clear list of things to address before a 2.0.10 release. Please note that "addressing" one of these bugs might mean deciding to defer on it until after 2.0.10, or resolving it as WONTFIX, etc. This is just here to tell us we should look at it carefully, and soon. If you have new information or feedback on this issue, this is a good time to add it to the conversation, as we're likely to be paying attention to this specific report in the next few days/weeks. Thanks! --ryan. Marking this a blocking bug for 2.0.10. Created attachment 3818 [details]
Test app that works here
(In reply to Ryan C. Gordon from comment #6) > Created attachment 3818 [details] > Test app that works here Anthony, when you get a chance, can you see if this bug is still happening? I've attached a little test program I wrote that uses these APIs in the software renderer without problems on macOS and Windows, but it's possible I'm just not triggering whatever problem you're hitting. (point SAMPLE_BITMAP_FILENAME at your copy of SDL/test/sample.bmp--and it should render a blue background, the bmp at a 45 degree angle without blending or mods, then the bitmap rotated to -45 degrees, modded red and partially transparent, alpha blended on top of everything else.) --ryan. This is working ok now. Tested my game on Windows 10, which previously didn't work on HG a few weeks back, so it's been fixed, thanks. This is still happening, but only if I build the DLL myself using the Visual Studio project. This might have been the case all along which means it maybe wasn't introduced after the batching, and isn't fixed - I only thought it was fixed because I didn't try with the VS generated DLL last time. Is this considered a bug if the supplied DLL works? What would cause Visual Studio's compiler to cause this bug? Should we be concerned? |