* Rename SDL_CreateRGBSurface{,From} to SDL_CreateSurface{,From}, which now takes a format parameter
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778b8926b4
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36 changed files with 212 additions and 558 deletions
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@ -327,8 +327,6 @@ void
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initializeTexture()
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{
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int bpp; /* texture bits per pixel */
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Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */
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SDL_Surface *bmp_surface; /* the bmp is loaded here */
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SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP
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to format passed into OpenGL */
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@ -338,13 +336,9 @@ initializeTexture()
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fatalError("could not load stroke.bmp");
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}
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/* Grab info about format that will be passed into OpenGL */
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SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask,
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&Bmask, &Amask);
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/* Create surface that will hold pixels passed into OpenGL */
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bmp_surface_rgba8888 =
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SDL_CreateRGBSurface(bmp_surface->w, bmp_surface->h, bpp, Rmask,
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Gmask, Bmask, Amask);
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bmp_surface_rgba8888 = SDL_CreateSurface(bmp_surface->w, bmp_surface->h, SDL_PIXELFORMAT_ABGR8888);
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/* Blit to this surface, effectively converting the format */
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SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL);
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@ -173,13 +173,9 @@ loadFont(void)
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SDL_SetColorKey(surface, 1, SDL_MapRGB(surface->format, 238, 0, 252));
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/* now we convert the surface to our desired pixel format */
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int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */
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Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */
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int bpp; /* bits per pixel for desired format */
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SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
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&Amask);
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SDL_Surface *converted =
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SDL_CreateRGBSurface(surface->w, surface->h, bpp, Rmask, Gmask,
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Bmask, Amask);
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SDL_Surface *converted = SDL_CreateSurface(surface->w, surface->h, format);
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SDL_BlitSurface(surface, NULL, converted, NULL);
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/* create our texture */
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texture = SDL_CreateTextureFromSurface(renderer, converted);
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