Date: Fri, 19 Dec 2008 20:17:35 +0100

From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions

> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>

I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.

Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.

The diff also includes

a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
This commit is contained in:
Sam Lantinga 2008-12-20 12:00:00 +00:00
parent 60c39418a7
commit 9ba7210778
26 changed files with 747 additions and 274 deletions

View file

@ -65,7 +65,7 @@ initializeTexture()
fatalError("could not create brush texture");
}
/* additive blending -- laying strokes on top of eachother makes them brighter */
SDL_SetTextureBlendMode(brushID, SDL_TEXTUREBLENDMODE_ADD);
SDL_SetTextureBlendMode(brushID, SDL_BLENDMODE_ADD);
/* set brush color (red) */
SDL_SetTextureColorMod(brushID, 255, 100, 100);
}