Sam Lantinga
Sam Lantinga
This seems like a good idea to me. @flibitijibibo? @Kontrabant?
Hmm, it's working fine here, built on macOS using autotools. Have you tried on any other platforms? Maybe it's specific to the PS2 port?
@quyykk, can you provide repro steps? @madebr, do you have any ideas?
Are there any downsides to using lodepng instead of stb_image for PNG support? Would it be easier to just modify stb_image to support palettes?
Maybe we can make a development point release and depend on that for the CI?
Oh, that's a good idea. Let's re-enable the tests and have the SDL satellite libraries build against SDL head.
> I pushed it in [7378f0c](https://github.com/libsdl-org/SDL_image/commit/7378f0c2dec614af5ae5e8645391d303883d8190) Time goes from [3 minutes](https://github.com/libsdl-org/SDL_image/runs/7922968650?check_suite_focus=true) to [6 minutes](https://github.com/libsdl-org/SDL_image/runs/8195671694?check_suite_focus=true). > > Are we okay with always paying this cost? Time wise (and environmental impact wise)?...
It's largely to minimize code size and external dependencies for standalone distribution.
I'm not sure why Xcode isn't seeing arm64, I'm seeing it when I run otool on the framework: `/Volumes/SDL2_image/SDL2_image.framework/SDL2_image (architecture arm64)`
This seems like it ought to work. What quake is doing is setting the palette on the surface, but only the logical palette, not the physical palette, because the display...