Allocate a new RGB surface.
SDL_Surface* SDL_CreateRGBSurfaceint width, int height, int depth, (Uint32 flags, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
|flags||the flags are unused and should be set to 0|
|width||the width of the surface|
|height||the height of the surface|
|depth||the depth of the surface in bits|
|Rmask||the red mask for the pixels|
|Gmask||the green mask for the pixels|
|Bmask||the blue mask for the pixels|
|Amask||the alpha mask for the pixels|
Returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information.
depth is 4 or 8 bits, an empty palette is allocated for the surface. If
depth is greater than 8 bits, the pixel format is set using the [RGBA]mask parameters.
The [RGBA]mask parameters are the bitmasks used to extract that color from a pixel. For instance,
Rmask being 0xFF000000 means the red data is stored in the most significant byte. Using zeros for the RGB masks sets a default value, based on the depth. For example:
However, using zero for the Amask results in an Amask of 0.
By default surfaces with an alpha mask are set up for blending as with:
You can change this by calling SDL_SetSurfaceBlendMode() and selecting a different
This function is available since SDL 2.0.0.