Allocate a new RGB surface.
Defined in SDL_surface.h
SDL_Surface* SDL_CreateRGBSurfaceint width, int height, int depth,
(Uint32 flags, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
Uint32 | flags | the flags are unused and should be set to 0. |
int | width | the width of the surface. |
int | height | the height of the surface. |
int | depth | the depth of the surface in bits. |
Uint32 | Rmask | the red mask for the pixels. |
Uint32 | Gmask | the green mask for the pixels. |
Uint32 | Bmask | the blue mask for the pixels. |
Uint32 | Amask | the alpha mask for the pixels. |
(SDL_Surface *) 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:
0,w,h,32,0,0,0,0); SDL_CreateRGBSurface(
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.