//应用图像拉伸SDL_Rect stretchRect;stretchRect.x=0;stretchRect.y=0;stretchRect.w=SCREEN_WIDTH;stretchRect.h=SCREEN_HEIGHT;SDL_BlitScaled(gStretchedSurface,NULL,gScreenSurface,&stretchRect); SDL2 有一个新的专用功能,可以将图像blit 成不同的大小:SDL_BlitScaled[2]。与之前的blit图像[3]一样,SDL_Blit...
在之前的DisplaySurface中,我们可以看到,大部分方法,比如最为重要的blit()方法,所涉及到的成员数据仅仅就是SDL_Surface* pSurface,这一点,TextSurface类也是一样的。DisplaySurface类通过图片创建pSurface,TextSurface类通过字库创建pSurface,他们的创建条件不尽相同,TextSurface需要打开TTF_Init(),还需要打开字库TTF_Ope...
在SDL中,Blitting是一种将位图(BMP)绘制到窗口表面(window surface)的操作。Blitting是一种快速的图像复制技术,通过将位图的像素数据复制到目标表面上的特定位置,实现图像的绘制。 黑屏之谜可能是指在执行Blitting操作时出现的窗口表面黑屏的问题。这个问题可能由以下几个方面引起: ...
Then blit the stored (zoomed) surface to the screen during the "drawing" function. Simon October 15th, 2012 Please, point out how the different prototypes for read/draw pixel and get/put pixel might affect the use of the functions, even if not at all. Vincent June 22nd, 2012 Tim, ...
$sky->blit($app); $app->update(); sleep(5); use SDL; use SDLx::App; my $app=SDLx::App->new(w=>400,h=>400,d=>32,t=>"我的第二个程序"); #画大地 $app->draw_rect([0,0,400,400],[0,100,0,255]); #随机生成大地的麻点 ...
在我们前面的知识中,学习了构建这个结构的两种方法:一种是通过SDL_SetVideoMode();一种是SDL_LoadBMP()。其实,通过SDL_SetVideoMode()构建的SDL_Surface是一种特殊的surface,因为,实际上,其他的surface都是通过blit到这个surface上,最终通过flip这个surface,才能显示出来。所以,这个surface可以看成是SDL库中,数据形式...
Now that we have surface internal data, we can store it there. This slightly improves performance in the surface blitting paths.
("../asserts/image/texture.png")optimizedImage,_:=pngImage.Convert(surface.Format,0)deferoptimizedImage.free()pngImage.Free()optimizedImage.Blit(nil,surface,nil)window.UpdateSurface()running:=trueforrunning{forevent:=sdl.PollEvent();event!=nil;event=sdl.PollEvent(){switchevent.(type){case*sdl...
blit_func(bitmap, vis_in_dest_out, dirty_area, palette, video_mem, video_surface->pitch/video_surface->format->BytesPerPixel); SDL_UnlockSurface(video_surface);if(video_surface->flags & SDL_DOUBLEBUF) SDL_Flip(video_surface);elseif(!(video_surface->flags & SDL_HWSURFACE)) ...
SDL_gfxBlitRGBA(texture_image,NULL, texture_target2, &dest);/* Draw comparison target on screen (left) */dest.x = width_half-256-10; dest.y = height_half-256/2; dest.w =256; dest.h =256; SDL_BlitSurface(texture_target1,NULL, screen, &dest);//...这里部分代码省略... 开发者ID...