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![]() Now we render directly to the window, scaling as appropriate. This fixes some concerns the render target introduced, like the quality of the final scaled output, how to step outside of the logical size temporarily to draw some things sharply at the native resolution, and loss of sub-pixel precision. Fixes #8736. |
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read-pixels.c | ||
README.txt |
This example creates an SDL window and renderer, and draws a rotating texture to it, reads back the rendered pixels, converts them to black and white, and then draws the converted image to a corner of the screen. This isn't necessarily an efficient thing to do--in real life one might want to do this sort of thing with a render target--but it's just a visual example of how to use SDL_RenderReadPixels(). A better, but less visual, use of SDL_RenderReadPixels() is to make screenshots: you grab the current contents of the screen, and save the pixels as a bitmap file or whatever.