SDL Wiki
(This is the legacy documentation for stable SDL2, the current stable version; SDL3 is the current development version.)


Allocate a new RGB surface.


SDL_Surface* SDL_CreateRGBSurface
    (Uint32 flags, int width, int height, int depth,
     Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);

Function Parameters

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

Return Value

Returns the new SDL_Surface structure that is created or NULL if it fails; call SDL_GetError() for more information.


If 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:

SDL_SetSurfaceBlendMode(surface, SDL_BLENDMODE_BLEND)

You can change this by calling SDL_SetSurfaceBlendMode() and selecting a different blendMode.


This function is available since SDL 2.0.0.


[ edit | delete | history | feedback | raw ]

[ front page | index | search | recent changes | git repo | offline html ]

All wiki content is licensed under Creative Commons Attribution 4.0 International (CC BY 4.0).
Wiki powered by ghwikipp.