Note the removal of the SDL_RENDERER_TARGETTEXTURE flag
Render targets are a core feature of SDL 3.0, so this flag has been removed. The OpenGL ES renderer still doesn't support them, but we'll deal with that later. Fixes https://github.com/libsdl-org/SDL/issues/8059main
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@ -698,6 +698,8 @@ which index is the "opengl" or whatnot driver, you can just pass that string dir
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here, now. Passing NULL is the same as passing -1 here in SDL2, to signify you want SDL
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to decide for you.
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The SDL_RENDERER_TARGETTEXTURE flag has been removed, all current renderers support target texture functionality.
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When a renderer is created, it will automatically set the logical size to the size of
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the window in points. For high DPI displays, this will set up scaling from points to
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pixels. You can disable this scaling with:
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@ -778,10 +778,6 @@ extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
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/**
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* Set a texture as the current rendering target.
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*
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* Before using this function, you should check the
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* `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if
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* render targets are supported.
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*
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* The default render target is the window for which the renderer was created.
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* To stop rendering to a texture and render to the window again, call this
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* function with a NULL `texture`.
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