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Example of render to texture with SDL2
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#include <iostream> | |
#ifdef __linux__ | |
#include <SDL2/SDL.h> | |
#elif defined(_WIN32) | |
#include <SDL.h> | |
#endif | |
const int WIN_WIDTH = 640; | |
const int WIN_HEIGHT = 480; | |
int main(int argc, char **argv){ | |
if (SDL_Init(SDL_INIT_EVERYTHING) != 0){ | |
std::cerr << "SDL_Init failed: " << SDL_GetError() << "\n"; | |
return 1; | |
} | |
SDL_Window *win = SDL_CreateWindow("Rendering to a texture!", SDL_WINDOWPOS_CENTERED, | |
SDL_WINDOWPOS_CENTERED, WIN_WIDTH, WIN_HEIGHT, 0); | |
SDL_Renderer *renderer = SDL_CreateRenderer(win, -1, | |
SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); | |
//Put your own bmp image here | |
SDL_Surface *bmpSurf = SDL_LoadBMP("../res/image.bmp"); | |
SDL_Texture *bmpTex = SDL_CreateTextureFromSurface(renderer, bmpSurf); | |
SDL_FreeSurface(bmpSurf); | |
//Make a target texture to render too | |
SDL_Texture *texTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, | |
SDL_TEXTUREACCESS_TARGET, WIN_WIDTH, WIN_HEIGHT); | |
//Now render to the texture | |
SDL_SetRenderTarget(renderer, texTarget); | |
SDL_RenderClear(renderer); | |
SDL_RenderCopy(renderer, bmpTex, NULL, NULL); | |
//Detach the texture | |
SDL_SetRenderTarget(renderer, NULL); | |
//Now render the texture target to our screen, but upside down | |
SDL_RenderClear(renderer); | |
SDL_RenderCopyEx(renderer, texTarget, NULL, NULL, 0, NULL, SDL_FLIP_VERTICAL); | |
SDL_RenderPresent(renderer); | |
SDL_Delay(1000); | |
SDL_DestroyTexture(texTarget); | |
SDL_DestroyTexture(bmpTex); | |
SDL_DestroyRenderer(renderer); | |
SDL_DestroyWindow(win); | |
SDL_Quit(); | |
return 0; | |
} |
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Nvm, figured it out: for Python, instead of
SDL_Delay(1000)
write following: