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Sdl Texture Vs Surface
Sdl Texture Vs Surface. I know less than what i thought i knew. Create a new intermediary 16bpp surface for the scaling algorithm that need it and blit it to the surface created with the compatible bpp before calling sdl_updatetexture.

A c tutorial would be best, but c++ works too. Creating a texture from a surface uses the default sdl_textureaccess value sdl_textureaccess_static, meaning the texture cannot be changed. If one moves to the render api, out of the box you get faster rendering, scaling, steam overlay support, direct3d on windows, gles on ios, etc.
The Intention For The Render Api Was Two Goals:
I've read that textures are only for rendering and surfaces are for all purpose. The types of pixel format is more than four (like index color) and i. I made an class called entity each having a sdl_surface and a sdl_texture, which are set in the constructor and then a member function render() is called for every entity in a vector, which uses sdl_rendercopy() to draw to the.
The Rendering Operations Are Accelerated.
If all you want to do is write. Another uses a gpu for rendering, another does not. Create a new intermediary 16bpp surface for the scaling algorithm that need it and blit it to the surface created with the compatible bpp before calling sdl_updatetexture.
Sdl_Texture On The Other Hand, Is Used In A Hardware Rendering, Textures Are Stored In Vram And You Don't Have Access To It Directly As With Sdl_Surface.
For animated 2d sprites should i use textures or surfaces? Use sdl_querytexture() to query the pixel format of the texture. The sdl_textureaccess hint for the created texture is sdl_textureaccess_static.
Reference Count That Can Be Incremented By The Application.
This flag tells sdl that the texture may be changed by external code. Now i'm working with 2d graphics so i'm using surfaces and textures. Creating a texture from a surface uses the default sdl_textureaccess value sdl_textureaccess_static, meaning the texture cannot be changed.
In Most Cases, It's Probably Faster To Rendercopy () Each Texture Individually.
How do i scale textures nicely (with aliasing) because sdl_gfx rotozoom only works on surfaces ? I made a post to stackoverflow and i think it's a question that experienced sdl users know the answer to, anyone happen to know the answer? A c tutorial would be best, but c++ works too.
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