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Size: 1472
Comment: Added a small example
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← Revision 13 as of 2019-12-01 13:54:18 ⇥
Size: 1476
Comment: fixed code example
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| Deletions are marked like this. | Additions are marked like this. |
| Line 29: | Line 29: |
| SDL_Surface pTexture= SDL_CreateTextureFromSurface( renderer, loadedSurface ); SDL_SetTextureColorMod(pTexture, 64, 64, 64); |
SDL_Texture* pTexture = SDL_CreateTextureFromSurface( renderer, loadedSurface ); SDL_SetTextureColorMod( pTexture, 64, 64, 64 ); |
SDL_SetTextureColorMod
Use this function to set an additional color value multiplied into render copy operations.
Contents
Syntax
int SDL_SetTextureColorMod(SDL_Texture* texture,
Uint8 r,
Uint8 g,
Uint8 b)
Function Parameters
texture |
the texture to update |
r |
the red color value multiplied into copy operations |
g |
the green color value multiplied into copy operations |
b |
the blue color value multiplied into copy operations |
Return Value
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
Code Examples
...
SDL_Texture* pTexture = SDL_CreateTextureFromSurface( renderer, loadedSurface );
SDL_SetTextureColorMod( pTexture, 64, 64, 64 );
...
Remarks
When this texture is rendered, during the copy operation each source color channel is modulated by the appropriate color value according to the following formula:
srcC = srcC * (color / 255)
Color modulation is not always supported by the renderer; it will return -1 if color modulation is not supported.
