view docs/man3/SDL_GetRGBA.3 @ 3197:434ce3242e1c

Alexei Tereschenko Why not to use hardware vertex processing instead of software one if it is available in D3D render driver? With hardware processing testsprite2 runs three times faster on all videocards which I could test.
author Sam Lantinga <slouken@libsdl.org>
date Tue, 16 Jun 2009 14:34:15 +0000
parents 546f7c1eb755
children 1238da4a7112
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.TH "SDL_GetRGBA" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_GetRGBA \- Get RGBA values from a pixel in the specified pixel format\&.
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
.sp
\fBvoid \fBSDL_GetRGBA\fP\fR(\fBUint32 pixel, SDL_PixelFormat *fmt, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a\fR);
.SH "DESCRIPTION"
.PP
Get RGBA component values from a pixel stored in the specified pixel format\&.
.PP
This function uses the entire 8-bit [0\&.\&.255] range when converting color components from pixel formats with less than 8-bits per RGB component (e\&.g\&., a completely white pixel in 16-bit RGB565 format would return [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8])\&.
.PP
If the surface has no alpha component, the alpha will be returned as 0xff (100% opaque)\&.
.SH "SEE ALSO"
.PP
\fISDL_GetRGB\fR, \fISDL_MapRGB\fR, \fISDL_MapRGBA\fR, \fISDL_PixelFormat\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01