SDL_UpdateTexture()/SDL_CreateTexture() bug ? |
knd
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I didn't found an answer about SDL_UpdateTexture() so far, but I've managed to solve the prior task: accessing texture's pixels to check their alpha ( that's SDL_TEXTUREACCESS_STREAMING and manual texture creation where needed for ).
It's bit a hack, but... Instead of creating streaming textures I am creating regular textures and taking a bitmask of alpha layer of initial SDL_Surface. Then I'm accessing that bitmask instead of mocking with textures and their locks/unlocks. It takes RAM, but it works and works fast. Thanks to everyone =_= |
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mattbentley
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I had this same issue, ended up using createtexturefromsurface as well...
Does anybody know how to (accurately) determine what the renderer's expected texture format is, without creating a surface and then creating a texture from it? Kind of a huge overhead when mainly using UpdateTexture. |
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