I try to create texture from surface which is returned by TTF_RenderText_Blended. I do it in few steps:
Create text texture.
- Create 'temporary text texture' just by SDL_CreateTextureFromSurface.
- Create 'text texture' by SDL_CreateTexture passing SDL_TEXTUREACCESS_TARGET flag, and format, width, height from result of TTF_RenderText_Blended.
- Set renderer target on 'text texture' and copy entire 'temporary text texture' into entire 'text texture'.
- I finally can destroy temp.
Create background texture.
It's similar but I get surface from IMG_Load function.
I do so because I need all textures SDL_TEXTUREACCESS_TARGET (even Text will be hold in class object like Texture).
When I want to display second texture I get text with strange shades just like second texture is not fully transparent after SDL_CreateTexture (BTW I tried to set renderer draw color and clear entire second texture before copying but result is the same).
LibraryInitializer::setup();
SDL_Window * window;
SDL_Renderer * renderer;
window = SDL_CreateWindow("TEST", 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_Texture * textTexture = SDL_CreateTextureFromSurface(renderer, text);
SDL_Texture * finalTextTexture = SDL_CreateTexture(renderer, text->format->format, SDL_TEXTUREACCESS_TARGET, text->w, text->h);
SDL_SetTextureBlendMode(finalTextTexture, SDL_BLENDMODE_BLEND);
SDL_SetRenderTarget(renderer, finalTextTexture);
SDL_RenderCopy(renderer, textTexture, nullptr, nullptr);
SDL_SetRenderTarget(renderer, nullptr);
SDL_DestroyTexture(textTexture);
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_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, finalTextTexture, 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;
I recognised that when I skip doing this workaround to get SDL_TEXTUREACCESS_TARGET 'text texture' just by copying 'temporary text texture' obtained by SDL_CreateTextureFromSurface, then text display normally.
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;
Is there any option to set SDL_TEXTUREACCESS_TARGET after creation or to do texture complettly transparent at start.