annotate docs/html/sdlsetcolorkey.html @ 876:9e84d106ec19

(Said Max Horn on the SDL mailing list...) Hi folks, based on Eric Wing's patch, I created the attached patch which fixes the OpenGL coordinate inversion bug in SDL. It works fine over here on 10.3 with Ryan's test program (which I also attached). There is another change in it: I removed the "- 1" in the two lines using CGDisplayPixelsHigh()... while I understand from a logical point of view why they *should* be correct, I checked the actual values computed that way, and they were off-by-one. After removing the " - 1", the returned mouse coordinates are correct. I checked this by moving the mouse to the screen top/bottom in fullscreen mode, BTW. With the change, the proper values 0 and 479 are returned (in 640x480 mode). Sam, you may still want to test on 10.1, it's very simple using Ryan's minimal test code :-) Cheers, Max (Here is the reproduction case for revision history's sake...) /* * To compile: * gcc -o test test.c `sdl-config --cflags` `sdl-config --libs` -framework OpenGL * * --ryan. */ #include <stdio.h> #include "SDL.h" #include "SDL_opengl.h" int main(int argc, char **argv) { Uint32 flags = SDL_OPENGL /* | SDL_FULLSCREEN */; SDL_Surface *screen; SDL_Event event; int done = 0; GLfloat ratio; SDL_Init(SDL_INIT_VIDEO); SDL_ShowCursor(0); if ((argv[1]) && (strcmp(argv[1], "--grab") == 0)) SDL_WM_GrabInput(SDL_GRAB_ON); screen = SDL_SetVideoMode(640, 480, 0, flags); if (!screen) return(42); ratio = ((GLfloat) screen->w) / ((GLfloat) screen->h); glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); glClearDepth( 1.0f ); glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); glViewport( 0, 0, screen->w, screen->h); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 45.0f, ratio, 0.1f, 100.0f ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SDL_GL_SwapBuffers(); // eh, close enough. #define MAX_X 6.12 #define MAX_Y 4.50 while (!done) { int x, y; GLfloat glx, gly; if (!SDL_WaitEvent(&event)) break; switch (event.type) { case SDL_KEYUP: if (event.key.keysym.sym == SDLK_ESCAPE) done = 1; break; } SDL_GetMouseState(&x, &y); glx = ((((GLfloat) x) / ((GLfloat) screen->w)) - 0.5f) * MAX_X; gly = ((((GLfloat) y) / ((GLfloat) screen->h)) - 0.5f) * MAX_Y; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(glx,-gly,-6.0f); glBegin(GL_TRIANGLES); glColor3f(1,0,0); glVertex3f( 0.00f, 0.25f, 0.00f); glColor3f(0,1,0); glVertex3f(-0.25f, -0.25f, 0.00f); glColor3f(0,0,1); glVertex3f( 0.25f, -0.25f, 0.00f); glEnd(); SDL_GL_SwapBuffers(); } SDL_Quit(); return(0); } /* end of test.c ... */
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 22 Mar 2004 09:38:20 +0000
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61 ><A
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62 HREF="sdlsetalpha.html"
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72 ><A
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73 NAME="SDLSETCOLORKEY"
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82 >Name</H2
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83 >SDL_SetColorKey&nbsp;--&nbsp;Sets the color key (transparent pixel) in a blittable surface and
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84 RLE acceleration.</DIV
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91 >Synopsis</H2
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100 CLASS="FUNCSYNOPSISINFO"
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101 >#include "SDL.h"</PRE
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102 ><P
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106 >int <B
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107 CLASS="FSFUNC"
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108 >SDL_SetColorKey</B
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109 ></CODE
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110 >(SDL_Surface *surface, Uint32 flag, Uint32 key);</CODE
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112 ><P
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121 ><H2
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122 >Description</H2
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123 ><P
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124 > Sets the color key (transparent pixel) in a blittable surface and enables or
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125 disables RLE blit acceleration.</P
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126 ><P
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127 >RLE acceleration can substantially speed up blitting of images with large
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131 ><I
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132 >key</I
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133 ></TT
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134 > value). The <TT
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136 ><I
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137 >key</I
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138 ></TT
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139 > must be of the same pixel format as the <TT
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141 ><I
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142 >surface</I
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143 ></TT
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144 >, <A
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145 HREF="sdlmaprgb.html"
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146 ><TT
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147 CLASS="FUNCTION"
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148 >SDL_MapRGB</TT
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149 ></A
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150 > is often useful for obtaining an acceptable value.</P
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151 ><P
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152 >If <TT
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153 CLASS="PARAMETER"
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154 ><I
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155 >flag</I
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156 ></TT
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157 > is <TT
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158 CLASS="LITERAL"
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159 >SDL_SRCCOLORKEY</TT
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160 > then
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161 <TT
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162 CLASS="PARAMETER"
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163 ><I
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164 >key</I
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165 ></TT
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166 > is the transparent pixel value in the source image of a
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167 blit.</P
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168 ><P
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169 >If <TT
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170 CLASS="PARAMETER"
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171 ><I
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172 >flag</I
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173 ></TT
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174 > is OR'd with
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175 <TT
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176 CLASS="LITERAL"
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177 >SDL_RLEACCEL</TT
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178 > then the surface will be draw using RLE
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179 acceleration when drawn with
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180 <A
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181 HREF="sdlblitsurface.html"
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182 >SDL_BlitSurface</A
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183 >. The surface will
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184 actually be encoded for RLE acceleration the first time
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185 <A
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186 HREF="sdlblitsurface.html"
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187 >SDL_BlitSurface</A
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188 > or
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189 <A
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190 HREF="sdldisplayformat.html"
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191 >SDL_DisplayFormat</A
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192 > is called on the
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193 surface.</P
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194 ><P
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195 >If <TT
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196 CLASS="PARAMETER"
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197 ><I
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198 >flag</I
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199 ></TT
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200 > is 0, this function clears
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201 any current color key.</P
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202 ></DIV
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203 ><DIV
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204 CLASS="REFSECT1"
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205 ><A
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206 NAME="AEN2076"
0
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207 ></A
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208 ><H2
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209 >Return Value</H2
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210 ><P
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211 >This function returns <SPAN
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212 CLASS="RETURNVALUE"
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213 >0</SPAN
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214 >, or
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215 <SPAN
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216 CLASS="RETURNVALUE"
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217 >-1</SPAN
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218 > if there was an error.</P
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219 ></DIV
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220 ><DIV
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221 CLASS="REFSECT1"
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222 ><A
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223 NAME="AEN2081"
0
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224 ></A
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225 ><H2
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226 >See Also</H2
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227 ><P
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228 ><A
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229 HREF="sdlblitsurface.html"
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230 ><TT
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231 CLASS="FUNCTION"
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232 >SDL_BlitSurface</TT
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233 ></A
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234 >,
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235 <A
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236 HREF="sdldisplayformat.html"
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237 ><TT
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238 CLASS="FUNCTION"
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239 >SDL_DisplayFormat</TT
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240 ></A
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241 >,
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242 <A
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243 HREF="sdlmaprgb.html"
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244 ><TT
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245 CLASS="FUNCTION"
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246 >SDL_MapRGB</TT
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247 ></A
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248 >,
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249 <A
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250 HREF="sdlsetalpha.html"
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251 ><TT
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252 CLASS="FUNCTION"
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253 >SDL_SetAlpha</TT
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254 ></A
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255 ></P
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256 ></DIV
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257 ><DIV
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258 CLASS="NAVFOOTER"
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259 ><HR
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260 ALIGN="LEFT"
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261 WIDTH="100%"><TABLE
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262 SUMMARY="Footer navigation table"
0
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263 WIDTH="100%"
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264 BORDER="0"
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265 CELLPADDING="0"
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266 CELLSPACING="0"
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267 ><TR
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268 ><TD
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269 WIDTH="33%"
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270 ALIGN="left"
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271 VALIGN="top"
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272 ><A
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273 HREF="sdlsavebmp.html"
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274 ACCESSKEY="P"
0
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275 >Prev</A
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276 ></TD
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277 ><TD
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278 WIDTH="34%"
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279 ALIGN="center"
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280 VALIGN="top"
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281 ><A
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282 HREF="index.html"
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283 ACCESSKEY="H"
0
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284 >Home</A
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285 ></TD
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286 ><TD
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287 WIDTH="33%"
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288 ALIGN="right"
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289 VALIGN="top"
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290 ><A
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291 HREF="sdlsetalpha.html"
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292 ACCESSKEY="N"
0
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293 >Next</A
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294 ></TD
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295 ></TR
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296 ><TR
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297 ><TD
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298 WIDTH="33%"
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299 ALIGN="left"
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300 VALIGN="top"
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301 >SDL_SaveBMP</TD
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302 ><TD
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303 WIDTH="34%"
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304 ALIGN="center"
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305 VALIGN="top"
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306 ><A
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307 HREF="video.html"
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308 ACCESSKEY="U"
0
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309 >Up</A
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310 ></TD
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311 ><TD
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312 WIDTH="33%"
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313 ALIGN="right"
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314 VALIGN="top"
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315 >SDL_SetAlpha</TD
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316 ></TR
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317 ></TABLE
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318 ></DIV
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319 ></BODY
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320 ></HTML
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321 >