Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_DisplayFormatAlpha.3 @ 2322:c25d45b7add3
Fixing valgrind errors.
One of the error was the result of an unitended recursive call to X11_GL_LoadLibrary which was also fixed.
author | Bob Pendleton <bob@pendleton.com> |
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date | Thu, 06 Mar 2008 17:08:10 +0000 |
parents | 546f7c1eb755 |
children | 1238da4a7112 |
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1 .TH "SDL_DisplayFormatAlpha" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
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546f7c1eb755
Merged revision 3472 from SDL 1.2, fixing bug #493
Sam Lantinga <slouken@libsdl.org>
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3 SDL_DisplayFormatAlpha \- Convert a surface to the display format |
0 | 4 .SH "SYNOPSIS" |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBSDL_Surface *\fBSDL_DisplayFormatAlpha\fP\fR(\fBSDL_Surface *surface\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 This function takes a surface and copies it to a new surface of the pixel format and colors of the video framebuffer plus an alpha channel, suitable for fast blitting onto the display surface\&. It calls \fISDL_ConvertSurface\fR | |
12 .PP | |
13 If you want to take advantage of hardware colorkey or alpha blit acceleration, you should set the colorkey and alpha value before calling this function\&. | |
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Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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14 .PP |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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15 This function can be used to convert a colourkey to an alpha channel, if the \fBSDL_SRCCOLORKEY\fP flag is set on the surface\&. The generated surface will then be transparent (alpha=0) where the pixels match the colourkey, and opaque (alpha=255) elsewhere\&. |
0 | 16 .SH "RETURN VALUE" |
17 .PP | |
18 If the conversion fails or runs out of memory, it returns \fBNULL\fR | |
19 .SH "SEE ALSO" | |
20 .PP | |
21 \fISDL_ConvertSurface\fR, \fISDL_SetAlpha\fR, \fISDL_SetColorKey\fR, \fISDL_DisplayFormat\fR, \fISDL_Surface\fR | |
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Sam Lantinga <slouken@libsdl.org>
parents:
55
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22 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01 |