Sdl blit texture. This way is shown in the diagram but it means two steps.
Sdl blit texture But it shouldn't be used immediately because the bitmap is 24-bit. Dec 26, 2022 · Something like this has been asked before but many-many years ago. The texture alpha is affected based on its alpha modulation set by SDL_SetTextureAlphaMod(). Code: SDL_Init(SDL_INIT_EVERYTHING); SDL_Surface* surf = NULL; //Create Surface pointer SDL_Texture* tex = NULL; //Create Texture Mar 23, 2021 · SDL_RendererInfo infos; SDL_GetRendererInfo(renderer, &infos); vid = SDL_CreateRGBSurfaceWithFormat(0, w, h, SDL_BITSPERPIXEL(infos. With Textures (from what I have understood) you have to define your target Texture with SDL_TEXTUREACCESS_TARGET, then bind it to a new SDL_Renderer(which has to be bound to a window) and the you can user SDL_RenderCopy() to copy Oct 16, 2023 · Dear All, I have a couple of question: What’s the difference between Texture and Surface? It seems that most of the time I have to create Surface and then creating a Texture with SDL_CreateTextureFromSurface When I copy the Texture to the Rendere with SDL_RenderCopy I can use both srcrect and dstrect. Return Value. Jun 3, 2018 · You would perform a "blit" to copy the memory making up the image to the memory that is used on the screen. c example to fiddle around with SDL/OpenGL (no, not OPENGL_BLIT) but found out that normal SDL rendering is much faster (I’m converting the screenbuffer to an OpenGL texture and blit it to the main SDL_Surface). The texture color is affected based on its color modulation set by SDL_SetTextureColorMod(). int SDL_BlitSurface(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect); Description This performs a fast blit from the source surface to the destination surface. SDL 2 also has a new feature for SDL surfaces called soft stretching, which allows you to blit an image scaled to a different size. If either of the surfaces were in video memory, and the blit returns -2, the video memory was lost, so it should be reloaded with artwork and re-blitted: Oct 18, 2014 · The short answer: Using one big texture atlas will probably be faster and should definitely not be slower than multiple small textures and here is why: After taking a look at the SDL source code i can see that SDL supports a bunch of renderers (OpenGL, Gles2, Psp, D3D ) and (except the software one) all of them are implemented in the same fashion: May 29, 2002 · blit to the main SDL_Surface. Way 3: Directly from Image File. the SDL_Rect structure representing the rectangle to be copied, or NULL to copy the entire surface. SDL_Texture* CTexture::OnLoad(char* File, SDL_Renderer* ren) Dec 15, 2019 · I am having issues displaying an RGB surface that i created using the CreatRGBsurface function onto the window. However the only thing that comes up is the draw color that i set. This function must not be called inside of any pass. This way is shown in the diagram but it means two steps. The Simple Directmedia Layer Wiki. h. Kind of rendering them onto each other without rendering them to a window. 2. Returns 0 if the blit is successful, otherwise it returns -1. Code: SDL_Init(SDL_INIT_EVERYTHING); SDL_Surface* surf = NULL; //Create Surface pointer SDL_Texture* tex = NULL; //Create Texture Dec 15, 2019 · I am having issues displaying an RGB surface that i created using the CreatRGBsurface function onto the window. When both surfaces are loaded with IMG_Load, this works fine, but not when the target surface was created using SDL_CreateRGBSurface. Your example confirmed what I was doing. This assumes that the source and destination rectangles are the same size. SDL_blit. Syntax May 25, 2024 · When you're making a game, blitting images raw causes needless slow down. If I understood correctly srcrect is used for “sprite” so that I can crop the image . 0? thats what Im using by the way. - You can set the second texture to be a render target, and SDL_RenderCopy() the first texture to it. This is shown in the diagram, too. If either of the surfaces were in video memory, and the blit returns -2, the video memory was lost, so it should be reloaded with artwork and re-blitted: Mar 29, 2023 · The solution (although flawed, see below) You can use the following: SDL_Texture* DuplicateTexture(SDL_Texture* tex, SDL_Renderer* renderer) { Uint32 format; int w, h; SDL_BlendMode blendmode; SDL_Texture* renderTarget; SDL_Texture* newTex; // Get all properties from the texture we are duplicating SDL_QueryTexture(tex, &format, NULL, &w, &h); SDL_GetTextureBlendMode(tex, &blendmode); // Save Jan 1, 2014 · First the image is loaded using SDL_LoadBMP(). ) SDL_BlitScaled Feb 13, 2021 · QUESTION: How do I draw an rgb pixel image (array of rgb structs) to the display using SDL2 and OpenGL2 as fast & as efficiently as possible? I tried mapping to a 2d texture and blitting an Oct 17, 2013 · With Sourfaces you just blit one into another, clipping the way you want. Defined in <SDL3/SDL_surface. typedef int (SDLCALL *SDL_blit) (struct SDL_Surface The renderer cannot accept SDL_Surface*'s so you will have to convert them to textures by . See Apr 5, 2009 · In 1. May 8, 2014 · I'm trying to blit a surface created by IMG_Load (SDL_image) onto one created via SDL_CreateRGBSurface. 0. If either srcrect or dstrect are NULL, the entire surface (src or dst) is copied. h> the SDL_Surface structure to be copied from. There are a few ways, and they aren't great. 3, you can use SDL_BlitSurface to blit from one surface to another, SDL_RenderCopy to blit from a texture to the selected window, or SDL_CreateTextureFromSurface to copy (not quite a blit apparently) from a surface to a texture. I am converting the surface into a texture, then i am copying and presenting it. texture_formats[0]); but it's a bit heavy, there are multiple supported so I'm not sure which one to choose and I also had some display issues that suggest the result is not really what I Aug 7, 2018 · 2) You have or create a SDL_Surface from an image file first and then you create the SDL_Texture from the SDL_Surface. It has the following attributes: private: SDL_Texture *m_texture; ///The actual texture int m_width; ///Its width int SDL_blit. It is, essentially, calling a function very much similar to memcpy() which copies the bytes specified as the source one-by-one to the bytes specified as the destination. 3) You create a SDL_Texture from and image file directly. If the blit is successful, it returns 0, otherwise it returns -1. SDL_Texture* texture = SDL_CreateTextureFromSurface(render, surface) The renderer is basically an SDL_Window* that is hidden from the user where the graphics are rendered at first, then the rendered data gets switched with the window's data Jun 16, 2015 · You can use SDL_LockTexture and SDL_UnlockTexture for write only access to a texture created with the SDL_TEXTUREACCESS_STREAMING flag. The type of function used for surface blitting functions. Apr 5, 2009 · In 1. . texture_formats[0]), infos. the SDL_Surface structure that is the blit target. Performs a fast blit from the source surface to the destination surface. Lock, write, unlock, then use SDL_RenderCopy to blit to the screen. The screen is 32-bit and it's not a good idea to blit a surface onto another surface that is a different format because SDL will have to change the format on the fly which causes slow down. This function is available since SDL 2. This is the simplest way to create a SDL The Simple Directmedia Layer Wiki. (This is the legacy documentation for SDL2, the previous stable version; SDL3 is the current stable version. Remarks. This will fail on systems that don't support render targets (which is really really rarewe're talking about old Android devices, mostly). Performs a fast blit from the source surface to the destination surface with clipping. So maybe things have changed since then. I’m positive that this can be much faster. Just create a texture with access type SDL_TEXTUREACCESS_STREAMING and then call SDL_LockTexture(), which updates the user-supplied &pixels pointer and &pitch value with information about the texture, thereby allowing direct, albeit officially "write-only", access to the texture's pixels. Can I change a texture dynamically by drawing onto it? Similarly to Surface’s Blit I want to change my textures. Oct 25, 2007 · Thanks Godmil, I was using another SDL2 tutorial along with the Migration Guide. Nov 29, 2016 · Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand Return Value. Syntax. Defined in. Defined in SDL_surface. We'll be converting them to an optimized format to speed them up. Jun 16, 2014 · I have a Texture class which allows me to load images and render them. Once finished, unlock, and then render as normal. Currently I’ve implented the testgl. Version. The texture is blended with the destination based on its blend mode set with SDL_SetTextureBlendMode(). This function is available since SDL 3. Right now in my little game project I CreateTextureFromSurface and then Destroy it: How efficient Sep 12, 2013 · I read something about texture blit between them or something like that but im not sure if this is posible. Header File. My code looks like this: SDL_RenderCopy(ren,bluetexture,NULL,dBLUErect); SDL_RenderCopy(ren,redtexture,NULL,dREDrect); SDL_RenderPresent(ren); Any one knows about how to do this in SDL 2. awrklqjkhvdwqtzzbxgzxhqsvuiyeqlopjfgdkwmfwggxqbidzvuafy