mirror of https://github.com/libsdl-org/SDL
Note the removal of the SDL_RENDERER_TARGETTEXTURE flag
Render targets are a core feature of SDL 3.0, so this flag has been removed. The OpenGL ES renderer still doesn't support them, but we'll deal with that later. Fixes https://github.com/libsdl-org/SDL/issues/8059
This commit is contained in:
parent
fb68e84646
commit
b7f32f74ce
|
@ -698,6 +698,8 @@ which index is the "opengl" or whatnot driver, you can just pass that string dir
|
|||
here, now. Passing NULL is the same as passing -1 here in SDL2, to signify you want SDL
|
||||
to decide for you.
|
||||
|
||||
The SDL_RENDERER_TARGETTEXTURE flag has been removed, all current renderers support target texture functionality.
|
||||
|
||||
When a renderer is created, it will automatically set the logical size to the size of
|
||||
the window in points. For high DPI displays, this will set up scaling from points to
|
||||
pixels. You can disable this scaling with:
|
||||
|
|
|
@ -778,10 +778,6 @@ extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture);
|
|||
/**
|
||||
* Set a texture as the current rendering target.
|
||||
*
|
||||
* Before using this function, you should check the
|
||||
* `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if
|
||||
* render targets are supported.
|
||||
*
|
||||
* The default render target is the window for which the renderer was created.
|
||||
* To stop rendering to a texture and render to the window again, call this
|
||||
* function with a NULL `texture`.
|
||||
|
|
Loading…
Reference in New Issue