C++ TTF_RenderText_Blended()生成的文本的奇怪阴影?
我尝试从TTF_RenderText_Blended返回的曲面创建纹理。 我分几步来做:C++ TTF_RenderText_Blended()生成的文本的奇怪阴影?,c++,sdl-2,sdl-ttf,C++,Sdl 2,Sdl Ttf,我尝试从TTF_RenderText_Blended返回的曲面创建纹理。 我分几步来做: 创建文本纹理 仅通过SDL\U CreateTextureFromSurface创建“临时文本纹理” 通过SDL_CreateTexture传递SDL_TEXTUREACCESS_目标标志,以及TTF_RenderText_结果的格式、宽度和高度,创建“文本纹理” 在“文本纹理”上设置渲染器目标,并将整个“临时文本纹理”复制到整个“文本纹理”中 我终于可以摧毁temp了 创建背景纹理 这是相似的,但我从I
LibraryInitializer::setup();
SDL_Window * window;
SDL_Renderer * renderer;
window = SDL_CreateWindow("d", 200, 200, 800, 800, 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_TARGETTEXTURE | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
TTF_Font * font = TTF_OpenFont("C:\\WINDOWS\\Fonts\\Arial.ttf", 40);
SDL_Color color{ 255, 127, 39, 0 };
SDL_Surface * text = TTF_RenderText_Blended(font, "abc", color);
//SDL_Surface * text = TTF_RenderText_Solid(font, "abc", color);
SDL_Texture * textTexture = SDL_CreateTextureFromSurface(renderer, text);
SDL_Surface * background = IMG_Load("res/onClick.png");
SDL_Texture * backgroundTexture = SDL_CreateTextureFromSurface(renderer, background);
SDL_Texture * finalBackgroundTexture = SDL_CreateTexture(renderer, background->format->format, SDL_TEXTUREACCESS_TARGET, background->w, background->h);
SDL_SetTextureBlendMode(finalBackgroundTexture, SDL_BLENDMODE_BLEND);
SDL_SetRenderTarget(renderer, finalBackgroundTexture);
SDL_RenderCopy(renderer, backgroundTexture, nullptr, nullptr);
SDL_SetRenderTarget(renderer, nullptr);
SDL_DestroyTexture(backgroundTexture);
SDL_Rect textCoordinates{ 0, 0, 100, 100 };
SDL_SetRenderTarget(renderer, finalBackgroundTexture);
SDL_RenderCopy(renderer, textTexture, nullptr, &textCoordinates);
SDL_SetRenderTarget(renderer, nullptr);
SDL_Event event;
while (true) {
SDL_RenderClear(renderer);
while (SDL_PollEvent(&event)) {
}
SDL_RenderCopy(renderer, finalBackgroundTexture, nullptr, &textCoordinates);
SDL_RenderPresent(renderer);
}
LibraryInitializer::shutdown();
return 0;
是否有任何选项可用于在创建后设置SDL_TEXTUREACCESS_目标,或在开始时使纹理完全透明。使用渲染纹理的特定原因?您可以预先混合黑色,这可能不是您想要做的-使用
SDL\u SetTextureBlendMode(textTexture,SDL\u BLENDMODE\u NONE)代码>在渲染复制之前。它现在似乎可以工作了。我现在使用渲染纹理而不是纹理流,因为我认为它更抽象,更容易在开始时使用。我听说流式纹理速度更快,所以在将来我会添加模块,使用这种类型的纹理。我不能将您的答案标记为最佳答案,因为这是评论,但谢谢:)使用渲染纹理有什么特别的原因吗?您可以预先混合黑色,这可能不是您想要做的-使用SDL\u SetTextureBlendMode(textTexture,SDL\u BLENDMODE\u NONE)代码>在渲染复制之前。它现在似乎可以工作了。我现在使用渲染纹理而不是纹理流,因为我认为它更抽象,更容易在开始时使用。我听说流式纹理速度更快,所以在将来我会添加模块,使用这种类型的纹理。我不能把你的答案评为最佳答案,因为这是评论,但谢谢:)
LibraryInitializer::setup();
SDL_Window * window;
SDL_Renderer * renderer;
window = SDL_CreateWindow("d", 200, 200, 800, 800, 0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_TARGETTEXTURE | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
TTF_Font * font = TTF_OpenFont("C:\\WINDOWS\\Fonts\\Arial.ttf", 40);
SDL_Color color{ 255, 127, 39, 0 };
SDL_Surface * text = TTF_RenderText_Blended(font, "abc", color);
//SDL_Surface * text = TTF_RenderText_Solid(font, "abc", color);
SDL_Texture * textTexture = SDL_CreateTextureFromSurface(renderer, text);
SDL_Surface * background = IMG_Load("res/onClick.png");
SDL_Texture * backgroundTexture = SDL_CreateTextureFromSurface(renderer, background);
SDL_Texture * finalBackgroundTexture = SDL_CreateTexture(renderer, background->format->format, SDL_TEXTUREACCESS_TARGET, background->w, background->h);
SDL_SetTextureBlendMode(finalBackgroundTexture, SDL_BLENDMODE_BLEND);
SDL_SetRenderTarget(renderer, finalBackgroundTexture);
SDL_RenderCopy(renderer, backgroundTexture, nullptr, nullptr);
SDL_SetRenderTarget(renderer, nullptr);
SDL_DestroyTexture(backgroundTexture);
SDL_Rect textCoordinates{ 0, 0, 100, 100 };
SDL_SetRenderTarget(renderer, finalBackgroundTexture);
SDL_RenderCopy(renderer, textTexture, nullptr, &textCoordinates);
SDL_SetRenderTarget(renderer, nullptr);
SDL_Event event;
while (true) {
SDL_RenderClear(renderer);
while (SDL_PollEvent(&event)) {
}
SDL_RenderCopy(renderer, finalBackgroundTexture, nullptr, &textCoordinates);
SDL_RenderPresent(renderer);
}
LibraryInitializer::shutdown();
return 0;