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Regarding with pixel arrays and textures in SDL2

Currently, the way I render my frames is as follows. I have two arrays of pixels (in SDL_PIXELFORMAT_ABGR8888) called ...
Scene's user avatar
  • 123
2 votes
0 answers
833 views

Manual per-glyph rendering with SDL_TTF

I'm trying to create a font atlas with SDL_TTF. My idea was to create an SDL_Surface for every character using ...
neverov's user avatar
  • 121
1 vote
1 answer
1k views

C++ SDL2:2D tilemap with every tile has its own behavior

I am working on 2D tile based game. I want to render the tilemap from a file but every tile has its own behavior for example: magmablock : poorlava(); slimeblock : knockback(); I have this ...
younlok's user avatar
  • 19
0 votes
1 answer
2k views

How to pass renderer through classes?

I am making a game with SDL and C++. I am trying to render simple image to the screen but I can't. I am not getting any error but I see only black screen. I think because the renderer in ...
younlok's user avatar
  • 19
1 vote
1 answer
2k views

SDL2 doesn't render a window

A tutorial's code from LazyFoo wonderful place's 01_hello_SDL page doesn't show a white form, but a desktop's screen, like a screenshot. Something like: The code: ...
Artfaith's user avatar
  • 141
3 votes
3 answers
4k views

How to render top-down perspective in a tile-based RPG?

My question is specifically about the type of perspective that GBA Pokemon games like Fire Red/Leaf Green have: I'm not sure of the correct terms for what I'm trying to achieve. I am using SDL2 and ...
alexpeits's user avatar
  • 141
5 votes
1 answer
5k views

SDL render surface from byte array efficiently

In my current project I need to fill a 256x224 screen with the pixel values from an array. The array is declared this way: uint8_t *vram = new uint8_t[7168]; So as ...
salgado's user avatar
  • 63
0 votes
0 answers
35 views

SetColorMod() with mini delay when the texture is rendered for the first time

I have one image.png that I load using SDL_IMG. I load by creating a surface. Then I create a texture using CreateTextureFromSurface() and I free the original surface. I repeat the same process but ...
renno's user avatar
  • 115
0 votes
1 answer
1k views

How to draw geometric shapes to a texture?

How can I create a texture containing a geometric figure using SDL2? I saw there is a way to convert Surface to Texture, and I also saw that there is a way to draw directly to the screen using ...
renno's user avatar
  • 115
0 votes
1 answer
545 views

How do I render to a texture loaded from a PNG file using SDL2

I'm trying to create a simple 2D game using C++ and SDL2. I thought it would be a good idea to go for a "layered" rendering model. I would render my background first, then the world, then the ...
anon's user avatar
  • 11
1 vote
0 answers
733 views

Drawing realistic 2d waves with SDL2 and Rust [closed]

I am making a very simple 2d topdown sailing simulator with Rust and rust-sdl2. I am having a very hard time figuring out how I should implement wave rendering. My current idea is to use a ...
MustacheMoses's user avatar
2 votes
2 answers
1k views

SDL2 Textures bleeding / 1px border around tile maps - SDL_RenderCopyEx taking integer arguments

https://forums.libsdl.org/viewtopic.php?t=9486 This post gives a good indication of my question. Basically if you set SDL2 logicalScale or otherwise and render textures at native window resolution ...
Ray C's user avatar
  • 273
0 votes
1 answer
114 views

SDL2 Rendering based on frames

Is it possible to render a particular object on the screen for a certain number of frames without having to delay the rendering? Thanks
Mark C.'s user avatar
5 votes
3 answers
6k views

Drawing at floating point position

The library I am using (SDL2) only supports drawing to int positions. I am currently storing my objects positions as double, and ...
Erik W's user avatar
  • 151
0 votes
1 answer
6k views

How to render an animated gif to the screen using SDL2?

So, I have an animated gif that is 5 frames (not the same as what is seen in this tutorial). Upon opening, my gif is already animating, unlike the png in the above tutorial. How can I render it to ...
kevin29's user avatar
3 votes
1 answer
3k views

How can I render images to multiple windows without creating double textures in SDL2?

Simply put: What is the simplest way to render an image to two different sdl2 windows? I'm pretty new to SLD2, but I have a nice little level editor working. I then decided to move the area with edit ...
johnnie15's user avatar
1 vote
1 answer
2k views

Is there a way to set texture wrap mode as repeat in SDL 2?

In SDL2, I would like to render a texture on the screen, but with destination rectangle greater than texture size. Instead of stretching the texture, I would like ...
tigrou's user avatar
  • 3,244
3 votes
2 answers
10k views

In SDL2 what is the fastest / most efficient way to draw pixels onto the screen? Using SDL_RenderDrawPoint or SDL_RenderCopy with a Texture?

I want to add pixel splatters and particle effects to a game. For this my options were to have a bunch of pre-made animations in the form of textures, OR create a particle engine. For the particle ...
Ray C's user avatar
  • 273
0 votes
1 answer
947 views

Rendering with sdl_gfx is so slow, any alternative?

I have been using sdl_gfx ( sdl2 extension library https://github.com/ferzkopp/SDL_gfx ) to make Android games, I have always noticed that rendering primitives is so slow. So I was rendering it once ...
Dhia Hassen's user avatar
1 vote
1 answer
3k views

SDL2: Texture not rendering to screen

I'm trying to render a BMP image, but nothing is showing up other than the draw color. I have most of my code in a header file. [game.h] ...
Shane Robertson's user avatar
1 vote
0 answers
2k views

How to draw 2D pixel data with OpenGL

I am fairly new to OpenGL. I have a 2D game in SDL2 that uses currently works by creating a SDL_Surface from the pixel data, copying it into a ...
Josh4633's user avatar
3 votes
1 answer
7k views

Fastest way to render image data from buffer

Currently I am doing my rendering by using a 3D array window_width x window_height x rgb as a buffer, then looping through the buffer and plotting pixels on screen using SDL2 (SDL_RenderDrawPoint). I ...
Corydon's user avatar
  • 33
0 votes
2 answers
1k views

Kerning between glyphs using SDL2_ttf

I'm loading a number of characters (using SDL2_ttf) into a texture atlas to improve performance. The glyphs can be separately rendered correctly, however, how can you find the kerning distance ...
Eamonn's user avatar
  • 1