Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_SetAlpha.3 @ 1795:398ac0f88e4d
Fixed bug #220
The AltiVec blitters don't compile, since they require __VEC__ to be enabled in
order for the compiler to understand "vector" and friends (i.e. do AltiVec)
But you don't want to turn AltiVec on globally, since then the code would only
run on a G4 (there are already runtime tests, before using the AltiVec
variants)
The solution here is to enable AltiVec locally, for the actual AltiVec code.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 09 May 2006 15:09:47 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
rev | line source |
---|---|
181
e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
|
1 .TH "SDL_SetAlpha" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_SetAlpha\- Adjust the alpha properties of a surface | |
4 .SH "SYNOPSIS" | |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBint \fBSDL_SetAlpha\fP\fR(\fBSDL_Surface *surface, Uint32 flag, Uint8 alpha\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 .RS | |
12 \fBNote: | |
13 .PP | |
14 This function and the semantics of SDL alpha blending have changed since version 1\&.1\&.4\&. Up until version 1\&.1\&.5, an alpha value of 0 was considered opaque and a value of 255 was considered transparent\&. This has now been inverted: 0 (\fBSDL_ALPHA_TRANSPARENT\fP) is now considered transparent and 255 (\fBSDL_ALPHA_OPAQUE\fP) is now considered opaque\&. | |
15 .RE | |
16 .PP | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
17 \fBSDL_SetAlpha\fP is used for setting the per-surface alpha value and/or enabling and disabling alpha blending\&. |
0 | 18 .PP |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
19 The\fBsurface\fR parameter specifies which surface whose alpha attributes you wish to adjust\&. \fBflags\fR is used to specify whether alpha blending should be used (\fBSDL_SRCALPHA\fP) and whether the surface should use RLE acceleration for blitting (\fBSDL_RLEACCEL\fP)\&. \fBflags\fR can be an OR\&'d combination of these two options, one of these options or 0\&. If \fBSDL_SRCALPHA\fP is not passed as a flag then all alpha information is ignored when blitting the surface\&. The \fBalpha\fR parameter is the per-surface alpha value; a surface need not have an alpha channel to use per-surface alpha and blitting can still be accelerated with \fBSDL_RLEACCEL\fP\&. |
0 | 20 .PP |
21 .RS | |
22 \fBNote: | |
23 .PP | |
24 The per-surface alpha value of 128 is considered a special case and is optimised, so it\&'s much faster than other per-surface values\&. | |
25 .RE | |
26 .PP | |
27 Alpha effects surface blitting in the following ways: | |
28 .TP 20 | |
29 RGBA->RGB with \fBSDL_SRCALPHA\fP | |
30 The source is alpha-blended with the destination, using the alpha channel\&. \fBSDL_SRCCOLORKEY\fP and the per-surface alpha are ignored\&. | |
31 .TP 20 | |
32 RGBA->RGB without \fBSDL_SRCALPHA\fP | |
33 The RGB data is copied from the source\&. The source alpha channel and the per-surface alpha value are ignored\&. | |
34 .TP 20 | |
35 RGB->RGBA with \fBSDL_SRCALPHA\fP | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
36 The source is alpha-blended with the destination using the per-surface alpha value\&. If \fBSDL_SRCCOLORKEY\fP is set, only the pixels not matching the colorkey value are copied\&. The alpha channel of the copied pixels is set to opaque\&. |
0 | 37 .TP 20 |
38 RGB->RGBA without \fBSDL_SRCALPHA\fP | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
39 The RGB data is copied from the source and the alpha value of the copied pixels is set to opaque\&. If \fBSDL_SRCCOLORKEY\fP is set, only the pixels not matching the colorkey value are copied\&. |
0 | 40 .TP 20 |
41 RGBA->RGBA with \fBSDL_SRCALPHA\fP | |
42 The source is alpha-blended with the destination using the source alpha channel\&. The alpha channel in the destination surface is left untouched\&. \fBSDL_SRCCOLORKEY\fP is ignored\&. | |
43 .TP 20 | |
44 RGBA->RGBA without \fBSDL_SRCALPHA\fP | |
45 The RGBA data is copied to the destination surface\&. If \fBSDL_SRCCOLORKEY\fP is set, only the pixels not matching the colorkey value are copied\&. | |
46 .TP 20 | |
47 RGB->RGB with \fBSDL_SRCALPHA\fP | |
48 The source is alpha-blended with the destination using the per-surface alpha value\&. If \fBSDL_SRCCOLORKEY\fP is set, only the pixels not matching the colorkey value are copied\&. | |
49 .TP 20 | |
50 RGB->RGB without \fBSDL_SRCALPHA\fP | |
51 The RGB data is copied from the source\&. If \fBSDL_SRCCOLORKEY\fP is set, only the pixels not matching the colorkey value are copied\&. | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
52 .PP |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
53 .RS |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
54 \fBNote: |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
55 .PP |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
56 Note that RGBA->RGBA blits (with SDL_SRCALPHA set) keep the alpha of the destination surface\&. This means that you cannot compose two arbitrary RGBA surfaces this way and get the result you would expect from "overlaying" them; the destination alpha will work as a mask\&. |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
57 .PP |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
58 Also note that per-pixel and per-surface alpha cannot be combined; the per-pixel alpha is always used if available |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
59 .RE |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
60 .SH "RETURN VALUE" |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
61 .PP |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
62 This function returns \fB0\fR, or \fB-1\fR if there was an error\&. |
0 | 63 .SH "SEE ALSO" |
64 .PP | |
65 \fI\fBSDL_MapRGBA\fP\fR, \fI\fBSDL_GetRGBA\fP\fR, \fI\fBSDL_DisplayFormatAlpha\fP\fR, \fI\fBSDL_BlitSurface\fP\fR | |
181
e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
|
66 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01 |