diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h index 7552672f8..87ac213ab 100644 --- a/include/SDL3/SDL_render.h +++ b/include/SDL3/SDL_render.h @@ -240,13 +240,22 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co * is displayed, if you want a software renderer without a window * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver * to use, if a specific one is desired - * - `SDL_PROP_RENDERER_CREATE_INPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the colorspace for input colors, defaults to SDL_COLORSPACE_SRGB - * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the colorspace for output to the display, defaults to SDL_COLORSPACE_SRGB - * - `SDL_PROP_RENDERER_CREATE_COLORSPACE_CONVERSION_BOOLEAN`: true if you want conversion between the input colorspace and the output colorspace, defaults to SDL_TRUE + * - `SDL_PROP_RENDERER_CREATE_INPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace + * value describing the colorspace for input colors, defaults to + * SDL_COLORSPACE_SRGB + * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace + * value describing the colorspace for output to the display, defaults to + * SDL_COLORSPACE_SRGB + * - `SDL_PROP_RENDERER_CREATE_COLORSPACE_CONVERSION_BOOLEAN`: true if you + * want conversion between the input colorspace and the output colorspace, + * defaults to SDL_TRUE * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want * present synchronized with the refresh rate * - * Note that enabling colorspace conversion between sRGB input and sRGB output implies that the rendering is done in a linear colorspace for more correct blending results. If colorspace conversion is disabled, then input colors are passed directly through to the output. + * Note that enabling colorspace conversion between sRGB input and sRGB output + * implies that the rendering is done in a linear colorspace for more correct + * blending results. If colorspace conversion is disabled, then input colors + * are passed directly through to the output. * * \param props the properties to use * \returns a valid rendering context or NULL if there was an error; call @@ -455,7 +464,11 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * * * These are the supported properties: * - * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the texture colorspace, defaults to SDL_COLORSPACE_SCRGB for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_BT709_FULL for YUV textures. + * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value + * describing the texture colorspace, defaults to SDL_COLORSPACE_SCRGB for + * floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, + * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_BT709_FULL + * for YUV textures. * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in * SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in @@ -560,7 +573,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere * * The following read-only properties are provided by SDL: * - * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the colorspace used by the texture + * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing + * the colorspace used by the texture * * With the direct3d11 renderer: * @@ -1388,8 +1402,9 @@ extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 * \param r the red value used to draw on the rendering target * \param g the green value used to draw on the rendering target * \param b the blue value used to draw on the rendering target - * \param a the alpha value used to draw on the rendering target. Use SDL_SetRenderDrawBlendMode to - * specify how the alpha channel is used + * \param a the alpha value used to draw on the rendering target. Use + * SDL_SetRenderDrawBlendMode to specify how the alpha channel is + * used * \returns 0 on success or a negative error code on failure; call * SDL_GetError() for more information. *