Use PNG files for tests and examples
These are much smaller than the previous BMP files Fixes https://github.com/libsdl-org/SDL/issues/14159
This commit is contained in:
@@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, loads a texture from a
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.bmp file, and then draws it a few times each frame.
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.png file, and then draws it a few times each frame.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Textures", "1.0", "com.example.renderer-textures");
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@@ -42,15 +42,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, loads a texture from a .bmp
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This example creates an SDL window and renderer, loads a texture from a .png
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file, and then draws it, rotating around the center of the screen.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Rotating Textures", "1.0", "com.example.renderer-rotating-textures");
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@@ -42,15 +42,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, loads a texture from a .bmp
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This example creates an SDL window and renderer, loads a texture from a .png
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file, and then draws it, scaling it up and down.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Scaling Textures", "1.0", "com.example.renderer-scaling-textures");
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@@ -42,15 +42,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, loads a texture from a .bmp
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This example creates an SDL window and renderer, loads a texture from a .png
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file, and then draws geometry (arbitrary polygons) using it.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Geometry", "1.0", "com.example.renderer-geometry");
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@@ -42,15 +42,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, loads a texture from a
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.bmp file, and then draws it a few times each frame, adjusting the colors.
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.png file, and then draws it a few times each frame, adjusting the colors.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Color Mods", "1.0", "com.example.renderer-color-mods");
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@@ -42,15 +42,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -1,4 +1,4 @@
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This example creates an SDL window and renderer, loads a texture
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from a .bmp file, and then draws it a few times each frame, adjusting
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from a .png file, and then draws it a few times each frame, adjusting
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the viewport before each draw.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Viewport", "1.0", "com.example.renderer-viewport");
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@@ -42,15 +42,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -1,5 +1,5 @@
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This example creates an SDL window and renderer, loads a texture
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from a .bmp file, and stretches it across the window. Each frame, we move
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from a .png file, and stretches it across the window. Each frame, we move
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the clipping rectangle around, so only a small square of the texture is
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actually drawn.
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@@ -30,7 +30,7 @@ static Uint64 last_time = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Clipping Rectangle", "1.0", "com.example.renderer-cliprect");
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@@ -53,15 +53,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (!texture) {
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@@ -32,7 +32,7 @@ static int converted_texture_height = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Read Pixels", "1.0", "com.example.renderer-read-pixels");
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@@ -51,15 +51,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -25,7 +25,7 @@ static int texture_height = 0;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Affine Textures", "1.0", "com.example.renderer-affine-textures");
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@@ -44,15 +44,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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