No need to use a render target here.

Ryan C. Gordon 2014-02-09 15:20:41 -05:00
parent 853334afed
commit 9a15da84db
1 changed files with 1 additions and 5 deletions

View File

@ -108,7 +108,7 @@ WatchJoystick(SDL_Joystick * joystick)
{ {
SDL_Window *window = NULL; SDL_Window *window = NULL;
SDL_Renderer *screen = NULL; SDL_Renderer *screen = NULL;
SDL_Texture *target, *background, *button, *axis, *marker; SDL_Texture *background, *button, *axis, *marker;
const char *name = NULL; const char *name = NULL;
SDL_bool retval = SDL_FALSE; SDL_bool retval = SDL_FALSE;
SDL_bool done = SDL_FALSE, next=SDL_FALSE; SDL_bool done = SDL_FALSE, next=SDL_FALSE;
@ -159,7 +159,6 @@ WatchJoystick(SDL_Joystick * joystick)
return SDL_FALSE; return SDL_FALSE;
} }
target = SDL_CreateTexture(screen, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_TARGET, MAP_WIDTH, MAP_HEIGHT);
background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE); background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
button = LoadTexture(screen, "button.bmp", SDL_TRUE); button = LoadTexture(screen, "button.bmp", SDL_TRUE);
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE); axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
@ -226,13 +225,10 @@ WatchJoystick(SDL_Joystick * joystick)
} }
} }
SDL_SetRenderTarget(screen, target);
SDL_RenderCopy(screen, background, NULL, NULL); SDL_RenderCopy(screen, background, NULL, NULL);
SDL_SetTextureAlphaMod(marker, alpha); SDL_SetTextureAlphaMod(marker, alpha);
SDL_SetTextureColorMod(marker, 10, 255, 21); SDL_SetTextureColorMod(marker, 10, 255, 21);
SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0); SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0);
SDL_SetRenderTarget(screen, NULL);
SDL_RenderCopy(screen, target, NULL, NULL);
SDL_RenderPresent(screen); SDL_RenderPresent(screen);
if (SDL_PollEvent(&event)) { if (SDL_PollEvent(&event)) {