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SDL2_ttf render functions crash on a real system #45
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Thanks for the report. I'll take a look at what's going on. |
@Mips96 could you do another test and if there is an issue, share the a code example? |
However the default methods I don't mind using the lesser res methods instead of the default methods, but this should at least be mentioned in the docs and should be removed from the header file. |
Thanks for testing @KorigamiK. These function are intended to work, but I personally haven't used them, so I had not run into this. Do you have a small example where this function is used so I can do some testing? |
Sure, I’ll get back to you |
@KorigamiK have you gotten to making an example? I'd like to work on this tonight and it would be good to have. |
@sharkwouter I noticed the same issue. The SDL TTF crashes only on a real device. Here is an example I've made: The functions I've tested was TTF_RenderText_Solid and TTF_RenderUTF8_Solid |
So I did some debugging and came to the following conclusions:
So I don't really know how to debug this much further and what is causing this. It might be related with the PSP version of SDL not being able to update textures for some reason. Although that would cause corruption, not crashes, for afaik. So at the end of the day, I don't know. Since the latest version of SDL2_ttf is not more broken, I am going to update it now. |
When using render functions from SDL2_ttf, a program compiles and runs fine in PPSSPP, but crashes on a real system. After compiling the pspdev version of SDL2_ttf, however, these functions work as intended.
For full disclosure, the functions I attempted to run were TTF_RenderText_Solid and TTF_RenderUTF8_Solid, and they were tested on a Vita running Adrenaline.
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