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| <<Anchor(blendMode)>> '''blendMode''' can be one of these values: | <<Anchor(blendMode)>> '''blendMode''' may be one of the following: |
SDL_SetTextureBlendMode
Use this function to set the blend mode for a texture, used by SDL_RenderCopy().
Contents
Syntax
int SDL_SetTextureBlendMode(SDL_Texture* texture,
SDL_BlendMode blendMode)
Function Parameters
texture |
the texture to update |
blendMode |
the SDL_BlendMode to use for texture blending; see Remarks for details |
Return Value
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
Code Examples
You can add your code example here
Remarks
blendMode may be one of the following:
SDL_BLENDMODE_NONE |
no blending |
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dstRGBA = srcRGBA |
SDL_BLENDMODE_BLEND |
alpha blending |
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dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) |
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dstA = srcA + (dstA * (1-srcA)) |
SDL_BLENDMODE_ADD |
additive blending |
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dstRGB = (srcRGB * srcA) + dstRGB |
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dstA = dstA |
SDL_BLENDMODE_MOD |
color modulate |
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dstRGB = srcRGB * dstRGB |
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dstA = dstA |
If the blend mode is not supported, the closest supported mode is chosen and this function returns -1.
You can call SDL_GetRendererInfo() to fill in an SDL_RendererInfo structure with the information about the current renderer. This structure will have a mask of supported SDL_BlendMode values in the blend_modes member.
