Mercurial > sdl-ios-xcode
view docs/man3/SDL_MapRGB.3 @ 4211:3ce5bfddbaf6 SDL-1.2
Fixed bug #572
Please merge this patch for the PA driver in SDL.
http://0pointer.de/public/sdl-pulse-rework.patch
This patch:
- fixes buffering (i.e. reduces number of "fragments" to 2, doesn't defer
filling up of the buffer until the entire buffer ran completely empty.)
- drops $PASERVER and $PADEVICE env var support, since this is a duplication of
$PULSE_SERVER and $PULSE_SINK which the PA libs honor anyway.
This fixes the sound issues in all games I tested.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 21 Sep 2009 08:03:00 +0000 |
parents | 4e3b250c950e |
children | 1238da4a7112 |
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.TH "SDL_MapRGB" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_MapRGB \- Map a RGB color value to a pixel format\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBUint32 \fBSDL_MapRGB\fP\fR(\fBSDL_PixelFormat *fmt, Uint8 r, Uint8 g, Uint8 b\fR); .SH "DESCRIPTION" .PP Maps the RGB color value to the specified pixel format and returns the pixel value as a 32-bit int\&. .PP If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned\&. .PP If the specified pixel format has an alpha component it will be returned as all 1 bits (fully opaque)\&. .SH "RETURN VALUE" .PP A pixel value best approximating the given RGB color value for a given pixel format\&. If the pixel format bpp (color depth) is less than 32-bpp then the unused upper bits of the return value can safely be ignored (e\&.g\&., with a 16-bpp format the return value can be assigned to a \fBUint16\fP, and similarly a \fBUint8\fP for an 8-bpp format)\&. .SH "SEE ALSO" .PP \fI\fBSDL_GetRGB\fP\fR, \fI\fBSDL_GetRGBA\fP\fR, \fI\fBSDL_MapRGBA\fP\fR, \fI\fBSDL_PixelFormat\fR\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01