//if SDL2 then use texture instead of overlay
#include#define DEV_CAMERA "/dev/video0"
#define REQBUF_COUNT 4
#define handle_err(msg) \
do { perror(msg); exit(EXIT_FAILURE); } while(0)
#define FREE(fp) \
while(fp) { free(fp); fp =NULL; }
typedef struct {
void* start;
unsigned int length;
}BUFFER;
SDL_Surface *pscreen = NULL;
SDL_Overlay *overlay = NULL;
SDL_Rect drect;
SDL_Event sdlevent;
SDL_mutex *affmutex = NULL;
unsigned char frmrate;
unsigned char *p = NULL;
unsigned int currtime;
unsigned int lasttime;
char* status = NULL;
int process_image(BUFFER *buf, int width, int height);
int main()
{
//SDL INIT
//if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER ) < 0)