view docs/html/sdlcreatergbsurfacefrom.html @ 2844:70b63882d2ef

The YCbCr texture extension works now that bytes_per_pixel() returns the correct value for YUV textures. Yay! I'm still cheering for Ryan's pixel shader instead, since once it works different shaders can handle all the YUV formats.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 06 Dec 2008 18:37:06 +0000
parents 355632dca928
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>SDL_CreateRGBSurfaceFrom</H1
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><H2
>Name</H2
>SDL_CreateRGBSurfaceFrom&nbsp;--&nbsp;Create an SDL_Surface from pixel data</DIV
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>Synopsis</H2
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><P
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><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Surface *<B
CLASS="FSFUNC"
>SDL_CreateRGBSurfaceFrom</B
></CODE
>(void *pixels, int width, int height, int depth, int pitch, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);</CODE
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><H2
>Description</H2
><P
>Creates an SDL_Surface from the provided pixel data.</P
><P
>The data stored in <TT
CLASS="PARAMETER"
><I
>pixels</I
></TT
> is assumed to be of the <TT
CLASS="PARAMETER"
><I
>depth</I
></TT
> specified in the parameter list. The pixel data is not copied into the <SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
> structure so it should not be freed until the surface has been freed with a called to <A
HREF="sdlfreesurface.html"
>SDL_FreeSurface</A
>. <TT
CLASS="PARAMETER"
><I
>pitch</I
></TT
> is the length of each scanline in bytes.  </P
><P
>See <A
HREF="sdlcreatergbsurface.html"
><TT
CLASS="FUNCTION"
>SDL_CreateRGBSurface</TT
></A
> for a more detailed description of the other parameters.</P
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><A
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><H2
>Return Value</H2
><P
>Returns the created surface, or <SPAN
CLASS="RETURNVALUE"
>NULL</SPAN
> upon error.</P
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><H2
>See Also</H2
><P
><A
HREF="sdlcreatergbsurface.html"
><TT
CLASS="FUNCTION"
>SDL_CreateRGBSurface</TT
></A
>,
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HREF="sdlfreesurface.html"
><TT
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>SDL_FreeSurface</TT
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