examples now using SDL_ALPHA_OPAQUE(_FLOAT) for opaque alpha value
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committed by
Sam Lantinga
parent
63ef5a2369
commit
21c91d5535
@@ -56,18 +56,18 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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};
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/* as you can see from this, rendering draws over whatever was drawn before it. */
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SDL_SetRenderDrawColor(renderer, 100, 100, 100, 255); /* grey, full alpha */
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SDL_SetRenderDrawColor(renderer, 100, 100, 100, SDL_ALPHA_OPAQUE); /* grey, full alpha */
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SDL_RenderClear(renderer); /* start with a blank canvas. */
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/* You can draw lines, one at a time, like these brown ones... */
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SDL_SetRenderDrawColor(renderer, 127, 49, 32, 255);
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SDL_SetRenderDrawColor(renderer, 127, 49, 32, SDL_ALPHA_OPAQUE);
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SDL_RenderLine(renderer, 240, 450, 400, 450);
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SDL_RenderLine(renderer, 240, 356, 400, 356);
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SDL_RenderLine(renderer, 240, 356, 240, 450);
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SDL_RenderLine(renderer, 400, 356, 400, 450);
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/* You can also draw a series of connected lines in a single batch... */
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, SDL_ALPHA_OPAQUE);
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SDL_RenderLines(renderer, line_points, SDL_arraysize(line_points));
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/* here's a bunch of lines drawn out from a center point in a circle. */
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@@ -76,7 +76,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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const float size = 30.0f;
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const float x = 320.0f;
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const float y = 95.0f - (size / 2.0f);
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SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), 255);
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SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), SDL_ALPHA_OPAQUE);
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SDL_RenderLine(renderer, x, y, x + SDL_sinf((float) i) * size, y + SDL_cosf((float) i) * size);
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}
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