Mercurial > sdl-ios-xcode
view src/render/software/SDL_blendpoint.h @ 5217:b0797947dd1c
You don't need to copy the pixels into the streaming texture's pixel data. This behavior is defined specifically to optimize the UpdateTexture path.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 06 Feb 2011 20:56:21 -0800 |
parents | d72793305335 |
children | b530ef003506 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" extern int SDL_BlendPoint(SDL_Surface * dst, int x, int y, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a); extern int SDL_BlendPoints(SDL_Surface * dst, const SDL_Point * points, int count, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* vi: set ts=4 sw=4 expandtab: */