How do you rotate a texture in SDL2?
As for 1), you need to set alpha blending on the source and (IIRC) on the target texture. As for 2), consider the source rectangle’s centerpoint the origin and four vectors pointing to the four vertexes.
How to show a picture in SDL 1.2?
When your ‘picture’ is complete, you show it by using SDL_RenderPresent (). */ /* SDL 1.2 hint: If you’re stuck on the whole renderer idea coming from 1.2 surfaces and blitting, think of the renderer as your main surface, and SDL_RenderCopy () as the blit function to that main surface, with SDL_RenderPresent () as the old SDL_Flip () function.*/
How does the texture work in SDL rendercopy?
The texture is blended with the destination based on its blend mode set with SDL_SetTextureBlendMode (). The texture color is affected based on its color modulation set by SDL_SetTextureColorMod ().
How to efficiently use SDL _ renderfillrect?
In my first attempt, I used a bunch of SDL_RenderFillRect to draw the board squares. In my second attempt, I used a single SDL_RenderFillRects to avoid the cost of calling the GPU a lot of times. However, I am probably wrong in my second implementation because it is not faster than the first one (or barely 5%).
What can I use Premake for in Visual Studio?
Describe your software project just once, using Premake’s simple and easy to read syntax, and build it everywhere. Generate project files for Visual Studio, GNU Make, Xcode, CodeLite, and more across Windows, Mac OS X, and Linux. Use the built-in general purpose Lua scripting engine (plus lots of extras) to make build configuration tasks a breeze.
How to copy a texture to the render?
To copy the texture to the render, you must use SDL_RenderCopy (render, texture, &src, &dst) where src is the SDL_Rect area that you want to extract from an image, if you pass NULL, the whole image will be copied and dst is where you want the image to be rendered at, if you pass NULL, it will be rendered at 0,0
Why is only part of the texture kept?
Only a part of the texture is kept because the dimensions for the transformed texture should not be the initial m_width and m_height. I can’t simply rotate the texture when rendering because of many reasons such as the collision detection and the efficiency. So, how should I do it ?