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13 lines
584 B
Plaintext
This example creates an SDL window and renderer, and draws a
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rotating texture to it, reads back the rendered pixels, converts them to
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black and white, and then draws the converted image to a corner of the
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screen.
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This isn't necessarily an efficient thing to do--in real life one might
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want to do this sort of thing with a render target--but it's just a visual
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example of how to use SDL_RenderReadPixels().
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A better, but less visual, use of SDL_RenderReadPixels() is to make
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screenshots: you grab the current contents of the screen, and save the pixels
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as a bitmap file or whatever.
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