I'm trying to use SMPEG within a Kyra application, and without trying to work around Kyra and SDL, I thought the best way to do this might be to use a KrCanvas. I am trying to find a quick way to copy the SDL_Surface returned from SMPEG to the KrCanvasResource, but as of yet, I am running up against a brick wall. Any ideas?
just as a note I am able to copy it pixel by pixel (I'm getting 1 frame a sec give or take) with the following code:
for ( int i=0; i < size; i++ )
color.all = *((int*)surf->pixels + i ) + amask;
*( canvas->Pixels() + i ) = color;
I know nothing about SMPEG, but one idea is that you treat the Kyra surface as an SDL_Surface, by passing in the CanvasResource to:
and then blit to it. (Making sure you call Refresh() on the resource after the blit)
Would that work with SMPEG?
This works excellent. Thanks for the help.