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struct SDL_Texture
{
const void *magic;
Uint32 format; /**< The pixel format of the texture */
int access; /**< SDL_TextureAccess */
int w; /**< The width of the texture */
int h; /**< The height of the texture */
int modMode; /**< The texture modulation mode */
SDL_BlendMode blendMode; /**< The texture blend mode */
Uint8 r, g, b, a; /**< Texture modulation values */
SDL_Renderer *renderer;
/* Support for formats not supported directly by the renderer */
SDL_Texture *native;
void *yuv; // chez moiil connait pas la struture SDL_SW_YUVTexture
void *pixels;
int pitch;
SDL_Rect locked_rect;
void *driverdata; /**< Driver specific texture representation */
SDL_Texture *prev;
SDL_Texture *next;
};
/* Découpe une image en frame */
void cuttingTexture(SDL_Texture *texture)
{
int i = texture->w;
} |
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