Let's test it out by updating our constructor. If the second rectangle is a null pointer, that means it will be placed at the top left of the destination surface, and continue blitting pixels until there's either no more pixels on the source, or no more room on the destination. SDL2image is an official extension of SDL 2. These features are obviously not part of native SDL 2.0. Creation of SDL2 texture from image files directly. Supported formats: ICO, CUR, BMP, GIF, JPG, LBM, PCX, PNG, PNM, TIF, XCF, XPM, XV, WEBP. If the first is a null pointer, that tells SDL we want to copy the entire source surface. It allows: Loading of many common image formats. The area of that surface we want to copy to (an SDL_Rect*)īoth of the SDL_Rect* arguments can be null pointers.And this is what it looks like when rendered with OpenGL (the. It works fine for 24-bit PNG files (with no alpha channel), but when I use a 32-bit PNG file, something goes wrong. I am using stbimage to load a 32-bit PNG file (RGBA) and I am creating an OpenGL texture with it. The surface we want to copy to (an SDL_Surface*) Loading PNG with stbimage for OpenGL texture gives wrong colors.The area of that surface we want to copy (an SDL_Rect*).The surface we want to copy from (an SDL_Surface*).The main way of blitting surfaces in SDL is through the SDL_BlitSurface function. Blitting is a computer graphics term that is used for this process. When loading the function, we also send STBIrgbalpha to the function, which will make the library always load the pixels as RGBA 4 channels. The function will return nullptr if it doesn’t find the file, or if there are errors. We want to update the pixels values in our screen surface with pixel values from our image surface. At the start, we use stbiload() to load a texture directly from file into a CPU array of pixels. but i dont want to do that because a surface in sdl has to go threw some certain processes witch i dont really know what. After you set up SDLimage, well cover how to load a PNG with SDL. Well be specifically installing SDLimage, but if you can install that extension library you should be able to install any of them. txt file and later load all those bits into a surface manually. As youre setting up your extension library, youll realize its nearly identical to installing SDL by itself. We now have two surfaces - the surface associated with our window, and the surface created when we loaded our image. theoreticlly i could take all the bits of the surface and save them in the. 1 # pragma once 2 # include 3 # include 4 5 class Image Surface Blitting
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