Just wanted to confirm something... If I blit a surface with rotation and then attempt to do an Intersect test between it and another surface, the test will be on the original surface before the rotation, correct?
Assuming that is correct, Johan, a suggestion I would make for the next version is to allow checks against rotated surfaces. I know this probably isn't possible since your I think doing a blit with rotation, as opposed to literally rotating the surface data (I in fact know that is the case), so there's no easy way to implement it I think.
Something to think about though.
The situation I have now is that I have a character walking around a map that I need to do Intersect tests with to determine when it's bumped into walls and other obstacles. I currently have a series of surfaces of the character walking in a single direction (overhead view) and I just do a rotation when he's walking other directions. Saves memory that way. Unfortunately, there doesn't seem to be a way to get a good Intersect test with the image in any rotated position. I'll instead have to have the walk sequence for each direction and just blit the appropriate sequence, and check Intersect against that. Not a huge problem, but would be nice if I didn't have to is all.