Mercurial > sdl-ios-xcode
view docs/man3/SDL_SetGammaRamp.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> |
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date | Tue, 16 Jun 2009 14:34:15 +0000 |
parents | 546f7c1eb755 |
children | 1238da4a7112 |
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.TH "SDL_SetGammaRamp" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_SetGammaRamp \- Sets the color gamma lookup tables for the display .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBint \fBSDL_SetGammaRamp\fP\fR(\fBUint16 *redtable, Uint16 *greentable, Uint16 *bluetable\fR); .SH "DESCRIPTION" .PP Sets the gamma lookup tables for the display for each color component\&. Each table is an array of 256 Uint16 values, representing a mapping between the input and output for that channel\&. The input is the index into the array, and the output is the 16-bit gamma value at that index, scaled to the output color precision\&. You may pass NULL to any of the channels to leave them unchanged\&. .PP This function adjusts the gamma based on lookup tables, you can also have the gamma calculated based on a "gamma function" parameter with \fISDL_SetGamma\fR\&. .PP Not all display hardware is able to change gamma\&. .SH "RETURN VALUE" .PP Returns -1 on error (or if gamma adjustment is not supported)\&. .SH "SEE ALSO" .PP \fISDL_SetGamma\fR \fISDL_GetGammaRamp\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01