SCM
gacela_SDL_DisplayFormat (SCM surface)
{
- return scm_from_int ((int)SDL_DisplayFormat (get_surface_address (surface)));
+ SDL_Surface *new = SDL_DisplayFormat (get_surface_address (surface));
+
+ if (new) {
+ return make_surface (scm_from_locale_string (get_surface_filename (surface)), new);
+ }
+ else {
+ return SCM_BOOL_F;
+ }
+}
+
+SCM
+gacela_SDL_DisplayFormatAlpha (SCM surface)
+{
+ SDL_Surface *new = SDL_DisplayFormatAlpha (get_surface_address (surface));
+
+ if (new) {
+ return make_surface (scm_from_locale_string (get_surface_filename (surface)), new);
+ }
+ else {
+ return SCM_BOOL_F;
+ }
}
SCM
scm_c_define_gsubr ("SDL_Delay", 1, 0, 0, gacela_SDL_Delay);
scm_c_define_gsubr ("SDL_GetTicks", 0, 0, 0, gacela_SDL_GetTicks);
scm_c_define_gsubr ("SDL_DisplayFormat", 1, 0, 0, gacela_SDL_DisplayFormat);
+ scm_c_define_gsubr ("SDL_DisplayFormatAlpha", 1, 0, 0, gacela_SDL_DisplayFormatAlpha);
scm_c_define_gsubr ("SDL_MapRGB", 4, 0, 0, gacela_SDL_MapRGB);
scm_c_define_gsubr ("SDL_SetColorKey", 3, 0, 0, gacela_SDL_SetColorKey);
scm_c_define_gsubr ("SDL_SetAlpha", 3, 0, 0, gacela_SDL_SetAlpha);
(cond ((3d-mode?) (glVertex3f x y z))
(else (glVertex2f x y))))
-(define (load-image-for-texture filename)
+(define (load-image filename)
(init-sdl)
(let ((image (IMG_Load filename)))
(cond (image
- (SDL_SetAlpha image 0 0)
+ (SDL_DisplayFormatAlpha image)))))
+
+(define (load-image-for-texture filename)
+ (init-sdl)
+ (let ((image (load-image filename)))
+ (cond (image
(let* ((width (surface-w image)) (height (surface-h image))
(power-2 (nearest-power-of-two (min width height)))
(resized-image #f))
(cond (image
(let ((width (surface-w image)) (height (surface-h image))
(byteorder (if (= SDL_BYTEORDER SDL_LIL_ENDIAN)
- (if (= (surface-format-BytesPerPixel image) 3) GL_RGB GL_RGBA)
- (if (= (surface-format-BytesPerPixel image) 3) GL_BGR GL_BGRA)))
+ (if (= (surface-format-BytesPerPixel image) 3) GL_BGR GL_BGRA)
+ (if (= (surface-format-BytesPerPixel image) 3) GL_RGB GL_RGBA)))
(texture (car (glGenTextures 1))))
(glBindTexture GL_TEXTURE_2D texture)
- (glTexImage2D GL_TEXTURE_2D 0 3 width height 0 byteorder GL_UNSIGNED_BYTE (surface-pixels image))
+ (glTexImage2D GL_TEXTURE_2D 0 4 width height 0 byteorder GL_UNSIGNED_BYTE (surface-pixels image))
(glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER min-filter)
(glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER mag-filter)
(set-texture-size! texture real-w real-h)