Sdl At High Resolutions


YenningComity

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Sep 19, 2005
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While I wait for the pandora I have been working on a higher resolution of my game. The engine runs fine bellow 1000 x 600, but if I take it up to 1080 x 720 (720p) the game throws this error after 13 frames.

#0 77020005 ntdll!RtlCopyOutOfProcessMemoryStreamTo() (C:\Windows\system32\ntdll.dll:confused:?)
#1 7707D310 ntdll!LdrGetProcedureAddressEx() (C:\Windows\system32\ntdll.dll:confused:?)
#2 7285ED49 ??() (??:confused:?)
#3 00000000 ??() (??:confused:?)

I have been trying to look up why this happens but to no avail. I can post any code snippets that anyone might need to help diagnose this. Thanks
 
It's probably allocating a surface wrong.
Pastebin or describe any sections of code where you might be allocating a surface 13 frames in [dynamic surface loading?] and make sure you're not allocating them on the stack or something. [I don't think you're allowed to]

If you're sure it's exactly 13 frames into the game, can you try to figure out what your game does only at 13 frames in, and not any sooner?
 
I removed my frame rate limiters, and it is capped at 48 frames but works fine. I only figured this out after running it on different hardware and found that the system specs determined how soon it locked up.
 
Phenom 9600, 4 gigs of ram, Vista Ultimate 64bit. I am not even using half the ram. CPU usage is about 90 percent when the game is running.
 
Oh crap, I wrote that all wrong.
I wasn't asking for specs.

Here's a version with more words, what I was really thinking:

"System specs, huh? Maybe there's a memory leak. SDL shouldn't be THAT dependent on a system, unless you're really abusing the blittting, which will slow it down, or allocating memory and refusing to free it, which will eventually eat all your RAM."

But if it's not maxing the RAM out, I'm not sure.
I expect CPU usage to be high, software blitting is not known for its efficiency.

Maybe you can paste some pseudocode or the main loop to give us an overall idea of where a memory leak might occur?
 
Since when do we accept general programming questions on this forum?
Go and ask elsewhere.
1080x720 is not even an option for the Pandora. Windows SDL is even less.
 
While it would be 720 progressive lines, it's not the 16:9 widescreen 720p moniker. 1280*720 is, however. I agree, though, why is this being posted on a forum about a handheld console? I know it is the same version of your game, just at a higher resolution, but it's not 100% relevant to the Pandora console.
 
I think he's right posting his question here: the fact he gets some problems when he increases resolution might prove he already has a problem at Pandora resolution but it gets unnoticed.
 
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