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The problem is that under the OpenGL render driver on Mac OS X, using SDL_LockTexture() causes tearing when SDL_RENDER_PRESENTVSYNC is set.
I've attached a sample program that demonstrates the behavior.
I'm guessing it's because SDL_LockTexture() retrieves a pointer to memory shared with the GPU. That's fine, but it should be the memory for the texture buffer not currently being displayed on the screen.
The workaround is to use SDL_UpdateTexture(). This workaround isn't ideal because it generates an extra buffer copy when the software renderer is used. It would be better to fix the OpenGL renderer so that each SDL texture references two different OpenGL textures if memory-sharing is being used.
The text was updated successfully, but these errors were encountered:
SDL 2.0 is now in maintenance mode, and all inactive issues are being closed. If this issue is impacting you, please feel free to reopen it with additional information.
This bug report was migrated from our old Bugzilla tracker.
These attachments are available in the static archive:
Reported in version: 2.0.3
Reported for operating system, platform: Mac OS X (All), x86_64
Comments on the original bug report:
On 2015-05-01 20:09:16 +0000, wrote:
The text was updated successfully, but these errors were encountered: