创建渲染上下文 SDL_Renderer* SDL_CreateRenderer(SDL_Window* window, int index, Uint32 flags) window: 指明在哪个窗口里进行渲染 index: 指定渲染驱动的索引号。一般指定为 -1. flags: flags 说明 SDL_RENDERER_SOFTWARE the renderer is a software fallback SDL_RENDERER_ACCELERATED the renderer uses hardwa...
最终将缓冲区内容渲染到window窗口上。 常用API 创建渲染上下文 SDL_Renderer* SDL_CreateRenderer(SDL_Window* window, int index, Uint32 flags) window: 指明在哪个窗口里进行渲染index: 指定渲染驱动的索引号。一般指定为 -1.flags: flags 说明 SDL_RENDERER_SOFTWARE the renderer is a software fallback SDL...
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); if (renderer == NULL) { printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError()); return false; } //Initialize renderer color SDL_SetRenderDrawColor(renderer, 255, 255, 0...
SDL_Window* window; SDL_Renderer* renderer; int result = SDL_CreateWindowAndRenderer( 640, 480, NULL, &window, &renderer ); if ( result != 0 ) { cout << "Failed to create window and renderer: " << SDL_GetError() << endl; } 我们不再使用表面来表示窗口。相反,渲染上下文绘制到后备...
SDL_CreateWindow(): 创建窗口(Window)。 SDL_CreateRenderer(): 基于窗口创建渲染器(Render)。 SDL_CreateTexture(): 创建纹理(Texture)。 循环渲染数据: SDL_UpdateTexture(): 设置纹理的数据。 SDL_RenderCopy(): 纹理复制给渲染器。 SDL_RenderPresent(): 显示。
_WINDOW_SHOWN// flags - see below);if(window==NULL){printf("Could not create window: %s\n",SDL_GetError());return1;}renderer=SDL_CreateSoftwareRenderer(SDL_GetWindowSurface(window));SDL_SetRenderDrawColor(renderer,255,255,255,255);SDL_RenderClear(renderer);SDL_SetRenderDrawColor(renderer,15...
创建SDL_Window:SDL_CreateWindow() 创建SDL_Render:SDL_CreateRenderer() 创建SDL_Texture:SDL_CreateTexture() 更新SDL_Texture:SDL_UpdateTexture() 渲染SDL_Texture:SDL_RenderCopy() 显示:SDL_RenderPresent() 返回步骤4继续执行 上图中显示了SDL播放视频的时候API的调用流程。
INFO: SDL_CreateWindowAndRenderer failed (failed to create an EGL window surface) @KontrabantDo you know what I'm doing wrong? Steps to reproduce: Build the app:gcc -o app app.c -lSDL2 -I/usr/include/SDL2 Build the docker image:docker build -t vm_wayland .(do this again whenever ...
SDL_Renderer*SDL_CreateRenderer(SDL_Window*window,intindex,Uint32flags) window: 指明在哪个窗口里进行渲染 index: 指定渲染驱动的索引号。一般指定为 -1. flags: 消毁渲染上下文 释放渲染上下文相关的资源。 voidSDL_DestroyRenderer(SDL_Renderer*renderer) ...
SDL_Window *win = SDL_CreateWindow("Hello World!", 100, 100, 640, 480, SDL_WINDOW_SHOWN);if (win == nullptr){std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;SDL_Quit();return 1;}SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_...