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	<title>meandmark.com &#187; SDL</title>
	<atom:link href="http://meandmark.com/blog/category/sdl/feed/" rel="self" type="application/rss+xml" />
	<link>http://meandmark.com/blog</link>
	<description></description>
	<lastBuildDate>Tue, 10 Aug 2010 01:50:39 +0000</lastBuildDate>
	<language>en</language>
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		<title>Troubleshooting PNG Loading with SDL_image</title>
		<link>http://meandmark.com/blog/2010/04/troubleshooting-png-loading-with-sdl_image/</link>
		<comments>http://meandmark.com/blog/2010/04/troubleshooting-png-loading-with-sdl_image/#comments</comments>
		<pubDate>Tue, 27 Apr 2010 20:17:09 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[SDL]]></category>
		<category><![CDATA[SDL_image]]></category>

		<guid isPermaLink="false">http://meandmark.com/blog/?p=198</guid>
		<description><![CDATA[SDL_image is a library that simplifies loading image files for SDL games. One of the more popular image file formats for games is PNG, and SDL_image has support for PNG. On game development message boards, you&#8217;ll find many questions from people having trouble loading PNG files with SDL_image. This trouble has two common causes. Cause [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.libsdl.org/projects/SDL_image">SDL_image</a> is a library that simplifies loading image files for SDL games. One of the more popular image file formats for games is PNG, and SDL_image has support for PNG. On game development message boards, you&#8217;ll find many questions from people having trouble loading PNG files with SDL_image. This trouble has two common causes.</p>
<h2>Cause 1: PNG Files Not Found</h2>
<p>The most common cause of trouble of PNG file loading is the operating system being unable to find the file. Suppose you have the following SDL_image function call in your code to load an image:</p>
<p><code>
<pre>SDL_Surface* image;
image = IMG_Load_RW("background.png", 1);</pre>
<p> </code></p>
<p>That code works only if the file <strong>background.png</strong> is in the current working directory. If the file isn&#8217;t in the current working directory, SDL_image won&#8217;t load it, and you have problems.</p>
<p>On Linux and Windows, the current working directory is the directory where the executable file is. Make sure your image files are in the same directory as the executable file.</p>
<p>On Mac OS X, SDL sets the working directory to the directory containing the application bundle. But your image files are in the Resources folder inside the application bundle. This means the code example to load <strong>background.png</strong> will not work on Mac OS X. The best solution is to change the working directory. My <a href="http://meandmark.com/blog/2009/12/sdl-tips-for-mac-os-x">SDL Tips for Mac OS X post</a> has instructions on changing the working directory.</p>
<h2>Cause 2: DLLs Not Found</h2>
<p>The second common cause of PNG loading problems affects only Windows programmers. For SDL code to run on Windows, Windows must be able to find the SDL DLLs. To find the DLLs, they must reside either in the same directory as the executable file or in the <strong>windows\system32</strong> directory.</p>
<p>To use SDL_image on Windows, you must add the SDL_image DLL to the same location as the SDL DLL. Most people remember to add the SDL_image DLL, but they discover PNG files will not load.</p>
<p>The reason the PNG files will not load is that loading PNG files with SDL_image on Windows requires the zlib and libpng DLLs as well as the SDL_image DLL. It&#8217;s an easy mistake to make, and the error message SDL_image returns isn&#8217;t very clear. The solution is to move the zlib and libpng DLLs to the same location as the SDL and SDL_image DLLs.   </p>
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		<slash:comments>0</slash:comments>
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		<title>SDL Tips for Mac OS X</title>
		<link>http://meandmark.com/blog/2009/12/sdl-tips-for-mac-os-x/</link>
		<comments>http://meandmark.com/blog/2009/12/sdl-tips-for-mac-os-x/#comments</comments>
		<pubDate>Tue, 29 Dec 2009 05:30:32 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[SDL]]></category>

		<guid isPermaLink="false">http://www.meandmark.com/blog/files/sdl-tips-mac.html#unique-entry-id-1</guid>
		<description><![CDATA[SDL&#8217;s most compelling feature is its cross-platform compatibility. You can use the same source code to write a game for Linux, Mac OS X, Windows, and any other system SDL supports. When people write a game with SDL on Linux or Windows and try to build a Mac version of your game, they learn that [...]]]></description>
			<content:encoded><![CDATA[<p>SDL&rsquo;s most compelling feature is its cross-platform compatibility. You can use the same source code to write a game for Linux, Mac OS X, Windows, and any other system SDL supports. When people write a game with SDL on Linux or Windows and try to build a Mac version of your game, they learn that Mac OS X has some subtle differences from Linux and Windows. The three tips in this post should help people create Mac versions of their SDL games.</p>
<p><strong>Use the Xcode Project Templates</strong></p>
<p>If you haven&rsquo;t done so already, go to the <a href="http://www.libsdl.org" rel="self">SDL website</a> and download it. At the SDL download site, you will see both runtime and development libraries for Mac OS X. Download both libraries. The runtime libraries contain the SDL framework. The development libraries contain documentation and Xcode project templates.</p>
<p>The Xcode project templates do two nice things for you when you build the project. First, the templates create a proper Mac application bundle for you. Second, the templates copy the SDL framework to the application bundle. Including the SDL framework with your game lets people play your game without having to install SDL.</p>
<p><strong>Adding Files to the Game</strong></p>
<p>Games contain many external files, such as graphics, sound, and data files. Mac games store these files in the Resources folder inside the game&rsquo;s application bundle. If you add graphics, sound, and data files to your project&rsquo;s Resources folder, they will be copied to the application bundle&rsquo;s Resources folder when you build your project.</p>
<p>Go to the Groups and Files list on the left side of Xcode&rsquo;s project window. The top entry should be the name of your project. Click the disclosure triangle next to the project name to see a series of folders. Right-click the Resources folder and choose Add > Existing Files. Select the files you want to add and click the Add button. </p>
<p>A second sheet will open. If you are adding individual files, click the Add button. If you&rsquo;re adding a folder of files, click the Create Folder References for any added folders radio button before clicking the Add button. Creating a folder reference copies the folder to the Resources folder inside the application bundle when Xcode builds your project.</p>
<p><strong>Changing the Working Directory</strong></p>
<p>The Mac OS X version of SDL sets the working directory to the directory containing the application bundle. This default behavior makes loading images and sounds more difficult because the images and sounds usually reside in the application bundle&#8217;s Resources folder. You can make file loading simpler by changing the working directory to the Resources folder.</p>
<p>Open the file SDLMain.m and modify the setupWorkingDirectory: method. The following code changes the working directory to the application bundle&rsquo;s Resources folder:</p>
<p><code>NSString *resourcePath = [[NSBundle mainBundle] resourcePath];<br/>[[NSFileManager defaultManager] changeCurrentDirectoryPath:resourcePath];</code></p>
<p>By changing the working directory to the application&rsquo;s Resources folder, you should be able to use the same code to load files on Linux, Mac OS X, and Windows.</p>
<p></p>
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		<slash:comments>3</slash:comments>
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		<title>SDL File Loading When Running from Visual C++&#8217;s Debugger</title>
		<link>http://meandmark.com/blog/2008/02/sdl-file-loading-when-running-from-visual-cs-debugger/</link>
		<comments>http://meandmark.com/blog/2008/02/sdl-file-loading-when-running-from-visual-cs-debugger/#comments</comments>
		<pubDate>Thu, 07 Feb 2008 06:55:00 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[SDL]]></category>

		<guid isPermaLink="false">http://meandmark.com/blog/?p=69</guid>
		<description><![CDATA[I was testing some texture loading code on Visual C++ 2005 and 2008. The code compiled fine, but when I ran it from Visual C++&#8217;s debugger, it crashed every time. The code crashed because the program could not find my image file so it could not read the file and load the image. But the [...]]]></description>
			<content:encoded><![CDATA[<p>I was testing some texture loading code on Visual C++ 2005 and 2008. The code compiled fine, but when I ran it from Visual C++&#8217;s debugger, it crashed every time. The code crashed because the program could not find my image file so it could not read the file and load the image. But the code ran file when I ran it from Windows Explorer. Why could my image file be found when I ran my program from Windows Explorer, but not from Visual C++&#8217;s debugger?</p>
<p>The reason was that Visual C++&#8217;s debugger uses a different working directory. Windows normally sets the working directory to the same directory as the executable file, which is where I had my image file. But Visual C++&#8217;s debugger sets the working directory to the directory containing the project file. Where is the project file? When you create a Visual C++ project, Visual C++ creates a folder that has the same name as the project name. Inside this folder is a second folder that has the same name as the project name. The project file resides in the second folder. The second folder is where the image file needed to be to debug my program. Moving my image file to the second folder fixed the crashing problem inside the Visual C++ debugger.</p>
<p>If you&#8217;re using Visual C++ to write a game and you want to run the game inside the debugger, make sure your game&#8217;s files are in the same directory as the project file.</p>
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		<slash:comments>0</slash:comments>
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		<title>Setting Up SDL with Visual C++ 2008 Express</title>
		<link>http://meandmark.com/blog/2007/12/setting-up-sdl-with-visual-c-2008-express/</link>
		<comments>http://meandmark.com/blog/2007/12/setting-up-sdl-with-visual-c-2008-express/#comments</comments>
		<pubDate>Thu, 27 Dec 2007 18:15:00 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[SDL]]></category>

		<guid isPermaLink="false">http://meandmark.com/blog/?p=58</guid>
		<description><![CDATA[Microsoft recently released Visual Studio Express. I wanted to see if my SDL setup instructions for Visual C++ 2005 Express (PDF) worked with Visual C++ 2008 Express so I installed Visual C++ 2008 Express and went through my instructions. The good news is Microsoft did not make a lot of changes in Visual C++ 2008 [...]]]></description>
			<content:encoded><![CDATA[<p>Microsoft recently released Visual Studio Express. I wanted to see if my <a href="http://www.meandmark.com/sdlvisualc.pdf">SDL setup instructions for Visual C++ 2005 Express</a> (PDF) worked with Visual C++ 2008 Express so I installed Visual C++ 2008 Express and went through my instructions. The good news is Microsoft did not make a lot of changes in Visual C++ 2008 Express so most of the instructions still apply. There are two differences.</p>
<div>
<div></div>
<div><span style="font-weight: bold;">Visual C++ 2008 Express Contains the Win32 SDK</span></div>
<div></div>
<div></div>
<p>Unlike Visual C++ 2005 Express, Visual C++ 2008 Express ships with the Windows Platform SDK, also known as the Win32 SDK. Visual C++ 2008 Express&#8217;s Win32 SDK support means you don&#8217;t have to install the SDK separately, and you don&#8217;t have to modify any files to get Win32 support.</p>
<p>If you&#8217;re running Visual C++ 2008 Express, you can skip over the Installing the Windows Platform SDK, Updating the Visual C++ Properties File, and Updating the Application Wizard&#8217;s Settings File sections in my instructions.</p>
<div></div>
<div></div>
<div><span style="font-weight: bold;">The Path to the Win32 SDK is Slightly Different</span></div>
<div></div>
<div></div>
<p>In the section Telling Visual C++ Where to Find Your SDL Headers and Libraries, I said the path to the Win32 SDK was the following path:</p>
<div></div>
<div><span style="font-family:'courier new';">C:\Program Files\Microsoft Platform SDK</span></div>
<div></div>
<p>If you install Visual C++ 2008 Express, you&#8217;ll find the Win32 SDK at the following path:</p>
<div></div>
<div><span style="font-family:'courier new';">C:\Program Files\Microsoft SDKs\Windows\v6.0A</span></div>
<div></div>
<p>The v6.0A is the Win32 SDK version. If you&#8217;re reading this in the future, the version number may change.</p>
<div></div>
<div></div>
<div></div>
<div></div>
<div></div>
</div>
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		<slash:comments>9</slash:comments>
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		<title>Changing SDL&#8217;s Working Directory on Mac OS X</title>
		<link>http://meandmark.com/blog/2007/12/changing-sdls-working-directory-on-mac-os-x/</link>
		<comments>http://meandmark.com/blog/2007/12/changing-sdls-working-directory-on-mac-os-x/#comments</comments>
		<pubDate>Tue, 11 Dec 2007 20:45:00 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[Mac Development]]></category>
		<category><![CDATA[SDL]]></category>

		<guid isPermaLink="false">http://meandmark.com/blog/?p=56</guid>
		<description><![CDATA[The Mac OS X version of SDL sets the working directory to the directory containing the application bundle. This default behavior makes loading images and sounds more difficult because the images and sounds most likely reside in the application bundle&#8217;s Resources folder. What would be nice would be to set the working directory to the [...]]]></description>
			<content:encoded><![CDATA[<p>The Mac OS X version of <span class="blsp-spelling-error" id="SPELLING_ERROR_0">SDL</span> sets the working directory to the directory containing the application bundle. This default behavior makes loading images and sounds more difficult because the images and sounds most likely reside in the application bundle&#8217;s Resources folder. What would be nice would be to set the working directory to the Resources folder. How do you do this?</p>
<p>You change the working directory by modifying the method -<span class="blsp-spelling-error" id="SPELLING_ERROR_1">setupWorkingDirectory</span>: in the file <span class="blsp-spelling-error" id="SPELLING_ERROR_2">SDLMain</span>.m. You&#8217;ll want to change the code in <span class="blsp-spelling-error" id="SPELLING_ERROR_3">SDLMain</span>.m in <span class="blsp-spelling-error" id="SPELLING_ERROR_4">SDL&#8217;s</span> <span class="blsp-spelling-error" id="SPELLING_ERROR_5">Xcode</span> templates so your changes take effect for any new <span class="blsp-spelling-error" id="SPELLING_ERROR_6">SDL</span> projects you create. Just to be safe, you should comment out the original code or save a copy of it so you can go back to the original if things go wrong. Enter the following code in the -<span class="blsp-spelling-error" id="SPELLING_ERROR_7">setupWorkingDirectory</span>: method:</p>
<p><code> </code>
<pre><span class="blsp-spelling-error" id="SPELLING_ERROR_8">NSString</span> *<span class="blsp-spelling-error" id="SPELLING_ERROR_9">resourcePath</span> = [[<span class="blsp-spelling-error" id="SPELLING_ERROR_10">NSBundle</span> <span class="blsp-spelling-error" id="SPELLING_ERROR_11">mainBundle</span>] <span class="blsp-spelling-error" id="SPELLING_ERROR_12">resourcePath</span>];[[<span class="blsp-spelling-error" id="SPELLING_ERROR_13">NSFileManager</span> <span class="blsp-spelling-error" id="SPELLING_ERROR_14">defaultManager</span>] <span class="blsp-spelling-error" id="SPELLING_ERROR_15">changeCurrentDirectoryPath</span>:<span class="blsp-spelling-error" id="SPELLING_ERROR_16">resourcePath</span>];</pre>
<p>Thanks to Keith Bauer, aka <span class="blsp-spelling-error" id="SPELLING_ERROR_17">OneSadCookie</span>, for the source code to change the working directory.</p>
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			<wfw:commentRss>http://meandmark.com/blog/2007/12/changing-sdls-working-directory-on-mac-os-x/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<item>
		<title>Setting up Visual C++ on Windows Vista</title>
		<link>http://meandmark.com/blog/2007/08/setting-up-visual-c-on-windows-vista/</link>
		<comments>http://meandmark.com/blog/2007/08/setting-up-visual-c-on-windows-vista/#comments</comments>
		<pubDate>Mon, 20 Aug 2007 23:55:00 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[SDL]]></category>

		<guid isPermaLink="false">http://meandmark.com/blog/?p=51</guid>
		<description><![CDATA[I have instructions on setting up Visual C++ 2005 Express for SDL and OpenGL on my OpenGL 2D book site. I based those instructions on what I had to do to set up Visual C++ on my brother&#8217;s computer running Windows XP. When I used the instructions to set up Visual C++ on my Windows [...]]]></description>
			<content:encoded><![CDATA[<p>I have instructions on setting up Visual C++ 2005 Express for SDL and OpenGL on my <a href="http://www.meandmark.com/opengl2dbook.html">OpenGL 2D book site</a>. I based those instructions on what I had to do to set up Visual C++ on my brother&#8217;s computer running Windows XP. When I used the instructions to set up Visual C++ on my Windows Vista virtual machine, a major problem occurred. Visual C++ crashed every time I tried to add an existing file to a project. The crashes occurred because I hadn&#8217;t installed the necessary service packs.</p>
<p>There are two service packs you must install for Visual C++ to work with Vista. The first is Visual C++ 2005 Express Service Pack 1. The second is Visual Studio 2005 Service Pack 1 Update for Windows Vista. Both of these service packs can be downloaded at Microsoft&#8217;s developer site.</p>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>SDL 1.2.12</title>
		<link>http://meandmark.com/blog/2007/07/sdl-1-2-12/</link>
		<comments>http://meandmark.com/blog/2007/07/sdl-1-2-12/#comments</comments>
		<pubDate>Wed, 01 Aug 2007 02:50:00 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[SDL]]></category>

		<guid isPermaLink="false">http://meandmark.com/blog/?p=48</guid>
		<description><![CDATA[The latest version of SDL, 1.2.12, is available to download from the SDL website. Anyone using Mac OS X and supporting joysticks in their game should download the update because it fixes a joystick calibration bug. When starting a game, SDL would record joystick axis events when the joystick was not moved, causing movement in [...]]]></description>
			<content:encoded><![CDATA[<p>The latest version of <span class="blsp-spelling-error" id="SPELLING_ERROR_0">SDL</span>, 1.2.12, is available to download from the <a href="http://www.libsdl.org/index.php"><span class="blsp-spelling-error" id="SPELLING_ERROR_1">SDL</span></a> website. Anyone using Mac OS X and supporting joysticks in their game should download the update because it fixes a joystick calibration bug. When starting a game, <span class="blsp-spelling-error" id="SPELLING_ERROR_2">SDL</span> would record joystick axis events when the joystick was not moved, causing movement in the game with no joystick movement. The only way to stop the unwanted movement was to move the joystick up, down, left, and right. The 1.2.12 update eliminates the unwanted movement, making joysticks work the way you would expect on Mac OS X.<span class="on" style="display: block;" id="formatbar_CreateLink" title="Link" onmouseover="ButtonHoverOn(this);" onmouseout="ButtonHoverOff(this);" onmouseup="" onmousedown="CheckFormatting(event);FormatbarButton('richeditorframe', this, 8);ButtonMouseDown(this);"></span></p>
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		<slash:comments>1</slash:comments>
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		<title>Setting Up SDL for Eclipse on Mac OS X</title>
		<link>http://meandmark.com/blog/2006/12/setting-up-sdl-for-eclipse-on-mac-os-x/</link>
		<comments>http://meandmark.com/blog/2006/12/setting-up-sdl-for-eclipse-on-mac-os-x/#comments</comments>
		<pubDate>Sun, 03 Dec 2006 20:22:00 +0000</pubDate>
		<dc:creator>mark</dc:creator>
				<category><![CDATA[SDL]]></category>

		<guid isPermaLink="false">http://meandmark.com/blog/?p=29</guid>
		<description><![CDATA[I got an email from someone who was having trouble setting up SDL on Eclipse. I have never used Eclipse so I could not provide him much help. He eventually found a solution and emailed it to me so I could share it with you. There are four things you have to do to get [...]]]></description>
			<content:encoded><![CDATA[<p>I got an email from someone who was having trouble setting up <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_0">SDL</span> on Eclipse. I have never used Eclipse so I could not provide him much help. He eventually found a solution and emailed it to me so I could share it with you.</p>
<p>There are four things you have to do to get <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_1">SDL</span> working with Eclipse on Mac OS X in addition to what I outlined in my <a href="http://www.meandmark.com/sdlopenglpart1.html"><span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_2">SDL</span> tutorial</a>. First, you must copy the files <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_3">SDLMain</span>.h and <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_4">SDLMain</span>.m to the same directory as your <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_5">SDL</span> program. My interpretation of this statement is if you create an Eclipse project and add your source code files to the project folder, you must also add <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_6">SDLMain</span>.h and <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_7">SDLMain</span>.m to the project folder.</p>
<p>Second, you must add the directory where your <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_8">SDL</span> headers reside to the Directories setting for the <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_9">GCC</span> C++ compiler. Your headers most likely reside in the following directory:</p>
<blockquote><p>/Library/Frameworks/SDL.framework/Headers</p></blockquote>
<p>Third, you must add linker flags for the Cocoa and <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_10">SDL</span> frameworks as well as the path to the <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_11">SDLMain</span>.m file.</p>
<blockquote><p>-framework Cocoa<br />-framework <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_12">SDL</span><br />/Path/To/<span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_13">YourProject</span>/<span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_14">SDLMain</span>.m</p></blockquote>
<p>Fourth, you must change the following line of code in <span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_15">SDLMain</span>.m:</p>
<blockquote><p>#import &#8220;<span onclick="BLOG_clickHandler(this)" class="blsp-spelling-error" id="SPELLING_ERROR_16">SDL</span>.h&#8221;</p></blockquote>
<p>to the following:</p>
<blockquote><p>#include SDL/SDL.h </p></blockquote>
<p>Put less than and greater than signs around the SDL/SDL.h. For some reason I can&#8217;t get those characters to show up in the blog.</p>
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		<slash:comments>15</slash:comments>
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