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@@ -240,13 +240,22 @@ extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, co
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* is displayed, if you want a software renderer without a window
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* - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver
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* to use, if a specific one is desired
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- * - `SDL_PROP_RENDERER_CREATE_INPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the colorspace for input colors, defaults to SDL_COLORSPACE_SRGB
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- * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the colorspace for output to the display, defaults to SDL_COLORSPACE_SRGB
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- * - `SDL_PROP_RENDERER_CREATE_COLORSPACE_CONVERSION_BOOLEAN`: true if you want conversion between the input colorspace and the output colorspace, defaults to SDL_TRUE
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+ * - `SDL_PROP_RENDERER_CREATE_INPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
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+ * value describing the colorspace for input colors, defaults to
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+ * SDL_COLORSPACE_SRGB
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+ * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_ColorSpace
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+ * value describing the colorspace for output to the display, defaults to
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+ * SDL_COLORSPACE_SRGB
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+ * - `SDL_PROP_RENDERER_CREATE_COLORSPACE_CONVERSION_BOOLEAN`: true if you
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+ * want conversion between the input colorspace and the output colorspace,
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+ * defaults to SDL_TRUE
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* - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN`: true if you want
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* present synchronized with the refresh rate
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*
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- * Note that enabling colorspace conversion between sRGB input and sRGB output implies that the rendering is done in a linear colorspace for more correct blending results. If colorspace conversion is disabled, then input colors are passed directly through to the output.
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+ * Note that enabling colorspace conversion between sRGB input and sRGB output
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+ * implies that the rendering is done in a linear colorspace for more correct
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+ * blending results. If colorspace conversion is disabled, then input colors
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+ * are passed directly through to the output.
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*
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* \param props the properties to use
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* \returns a valid rendering context or NULL if there was an error; call
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@@ -455,7 +464,11 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *
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*
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* These are the supported properties:
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*
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- * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the texture colorspace, defaults to SDL_COLORSPACE_SCRGB for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_BT709_FULL for YUV textures.
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+ * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_ColorSpace value
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+ * describing the texture colorspace, defaults to SDL_COLORSPACE_SCRGB for
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+ * floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures,
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+ * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_BT709_FULL
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+ * for YUV textures.
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* - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in
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* SDL_PixelFormatEnum, defaults to the best RGBA format for the renderer
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* - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in
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@@ -560,7 +573,8 @@ extern DECLSPEC SDL_Texture *SDLCALL SDL_CreateTextureWithProperties(SDL_Rendere
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*
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* The following read-only properties are provided by SDL:
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*
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- * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing the colorspace used by the texture
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+ * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_ColorSpace value describing
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+ * the colorspace used by the texture
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*
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* With the direct3d11 renderer:
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*
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@@ -1388,8 +1402,9 @@ extern DECLSPEC int SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8
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* \param r the red value used to draw on the rendering target
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* \param g the green value used to draw on the rendering target
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* \param b the blue value used to draw on the rendering target
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- * \param a the alpha value used to draw on the rendering target. Use SDL_SetRenderDrawBlendMode to
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- * specify how the alpha channel is used
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+ * \param a the alpha value used to draw on the rendering target. Use
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+ * SDL_SetRenderDrawBlendMode to specify how the alpha channel is
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+ * used
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* \returns 0 on success or a negative error code on failure; call
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* SDL_GetError() for more information.
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*
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