Re: reading pixels from a TARGET texture

Sanette <[email protected]>
Newsgroups gmane.comp.lib.sdl
Message-ID <[email protected]>
Le 05/08/2016 à 13:41, rtrussell a écrit :
> To work around the first issue, and to ameliorate the second, I use this slightly more complex method (when the rectangle you want to read is no larger than the window):  > > > > > > > > > Code: > int RenderReadPixels (SDL_Renderer* 
renderer, const SDL_Rect* rect, >                           Uint32 
format, void* pixels, int pitch) > { >    int result ; >    SDL_Rect dst 
= {0, 0, rect->w, rect->h} ; >    SDL_Texture *tex = SDL_GetRenderTarget 
(renderer) ; >    SDL_SetRenderTarget (renderer, NULL) ; >    
SDL_RenderCopy (renderer, tex, rect, &dst) ; >    result = 
SDL_RenderReadPixels (renderer, &dst, format, pixels, pitch) ; >    
SDL_SetRenderTarget (renderer, tex) ; >    return result ; > } > > Richard.


this seems to be a nice trick for textures that fit the window. Thanks.

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