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问题:
i am having trouble with the following:
I need to render a texture on top of another texture and then render that main texture. For example I have the blue rectangle texture, and I want to draw red rectangles on top of this blue rect. However i want them to restrict the render only on this rectangle. Like the following image:
I read something about texture blit between them or something like that but im not sure if this is posible.
My code looks like this:
SDL_RenderCopy(ren,bluetexture,NULL,dBLUErect); SDL_RenderCopy(ren,redtexture,NULL,dREDrect); SDL_RenderPresent(ren);
Any one knows about how to do this in SDL 2.0? thats what Im using by the way.
回答1:
Mars answer didnt work because it drew a black texture and nothing could be drawn on that.
But THIS WORKS!:
SDL_Texture* auxtexture = SDL_CreateTexture(ren, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 500, 500); //change the rendering target SDL_SetTextureBlendMode(auxtexture, SDL_BLENDMODE_BLEND); SDL_SetRenderTarget(ren, auxtexture); //render what we want triangle->render(ren); //render my class triangle e.g //change the target back to the default and then render the aux SDL_SetRenderTarget(ren, NULL); //NULL SETS TO DEFAULT SDL_RenderCopy(ren, auxtexture, NULL, canvas->drect); SDL_DestroyTexture(auxtexture);
Cheers.
回答2:
First, you need to create your texture on which you want to draw with SDL_TEXTUREACCESS_TARGET
flag. So create back
texture like this:
back = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 50, 50);
Then, when calling drawing functions, you need to set the back
texture as the target, like so:
SDL_SetRenderTarget(renderer, back);
Then you draw what you want, and after that you change the target to null:
SDL_SetRenderTarget(renderer, NULL);
And render back
texture:
SDL_RenderCopy(renderer, back, NULL, &some_rect);