This is in regards to my last topic, where I was having problems with\nlag, I got around to thinking that maybe it was just the way RUDL\nhandled opengl, and somehow caused lag, so I thought I'd go ahead and\ntry in normal SDL, now.. so far I am running 32 polygons, and am at 200+\nfps, rather then the old 20+ fps, it seems to be working perfectly now,\nall for the fact SDL doesnt give me a good error message.. IE:\n-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\nrubyw.exe - Application Error\n-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\nThe exception Breakpoint\n\nA breakpoint has been reached.\n\n(0x80000003) occurred in the application at location 0x7c901230.\n\n\nClick on OK to terminate the program\nClick on CANCEL to debug the program\n-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\nOK Cancel\n-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\-\n\nalthough, I know where the problem is located, just not sure what to do\nto fix it, seeing how that error is no help. It could be anything. But I\nat least know its because of my code, I cant seem to load a texture\ninopengl with the SDL library.. my code so far is\n\ndef load_texture(texture,arr)\nif (texture.nil?)\nexit\nend\n#texture.convert!\ntexture.setColorKey SDL::SRCCOLORKEY, texture[0,0]\ntexture = texture.displayFormat\nimage = SDL::Surface.new(SDL::SRCCOLORKEY | SDL::SRCALPHA,\n[texture.w,texture.h], 32, [0x000000FF, 0x0000FF00, 0x00FF0000,\n0xFF000000])\n#image.fill [0,0,0,0]\nimage.put(texture, [0,0])\nimage = image.displayFormat\nGL.BindTexture(GL::TEXTURE_2D,arr);\nGL.TexParameter(GL::TEXTURE_2D, GL::TEXTURE_MAG_FILTER, GL::LINEAR);\nGL.TexParameter(GL::TEXTURE_2D, GL::TEXTURE_MIN_FILTER, GL::LINEAR);\nGL.TexImage2D(GL::TEXTURE_2D, 0, GL::RGBA,image.w, image.h, 0,\nGL::RGBA, GL::UNSIGNED_BYTE, image.pixels)\nend\n\nwich is a quick transformation from the RUDL version to SDL.. if anyone\nknows how to load textures with SDL, tell me.. I am achen to get this to\nwork.