Note: most of the comments in the loadPngImage function is copied from the example.c file from the libPNG source code. The texture width and height must be a power of 2. This quad can be rotated using mouse drag. The program simply loads a texture and render it as a quad. The PNG format stores the pixels left-to-right-top-to-bottom (first pixel is in upper left corner), but the OpenGL expects it left-to-right-bottom-to-top (first pixel is in lower left corner). Using SDL, SDLimage, standard IO, and strings include Both of these formats are easy to parse, but they are not well supported in modern image editors and they do not compress the data well. Loading PNGs using SDL2image In order to use SDL2image, you need to add the header file, like so : include The actual loading of.When youâve initialized your srcR correctly, youâll then see your texture being rendered in the upper left corner of the window.When learning texture mapping OpenGL most example uses targa (.tga) or PPM (.ppm). Press Ctrl+Shift+B to build the project, and then copy SDL2.dll, all the SDLimage DLLs, and the spritesheet into the Debug folder where the executable is generated. 6 SDL: Fullscreen translucent background. If you, for example, have a texture containing two sub-images placed next to each other, each (32x32) in size, and you want to render them separately, the fields for the two SDL_Rectâs would then be: SDLSetRenderDrawColor (renderer, 168, 230, 255, 255) SDLRenderClear (renderer) Now we get an early peek at what the output is going to look like. png image with transparency in it, using SDL, OpenGL and C++ 1 Color key transparency does not work with SDLimage and PNG files. If you would instead have a texture containing two- or more portions (multiple sub-images in one texture, which is often called a spritesheet, spriteset etc), the srcrect would come in handy. SDL2image is an official extension of SDL 2. These features are obviously not part of native SDL 2.0. Well load the texture using the SDLImage add-on for SDL2. Your final program will probably use generic libraries such as SDLImage, SFML or Irrlicht, that support various image formats, so you wont have to write your own image-loading code. Creation of SDL2 texture from image files directly. To load a texture, we need code to load images in a particular format, like JPEG or PNG. Supported formats: ICO, CUR, BMP, GIF, JPG, LBM, PCX, PNG, PNM, TIF, XCF, XPM, XV, WEBP. Void Game::init(const char *title, int width, int height, bool fullscreen), telling SDL that you want to render the whole texture, without doing any clipping. It allows: Loading of many common image formats. Today Iâve tried to improve this in adding a png file on my window, the code built and my window render, but with no image in it⦠Iâve succeed to create a simple window and change the rendering color in it. Iâve configurate Clion to work with SDL2 include and library and have no problem with that. Hi, Iâve started a new project, trying to understand and learn SDL2.
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