SDL2双缓冲不工作,仍然撕裂

时间:2015-02-05 01:52:13

标签: c++ sdl-2

我需要一个双缓冲区,因为当我想通过鼠标点击在屏幕上移动纹理制作的瓷砖地图时,我开始注意到撕裂。

我正在使用SDL2,这是一个特定于SDL2的问题,查看我的代码会产生撕裂,什么错误?

//set up buffer and display
bufferTexture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_STREAMING,800,600);
displayTexture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,800,600);


while(running)
{
    handleEvents();

    SDL_SetRenderTarget(renderer,bufferTexture); // everything goes into this buffer
    SDL_RenderClear(renderer); // clear buffer before draw

    gTileMovement.updateMapCoordinates();

    for(int i = 0; i < MAP_ROWS; i++)//rows
    {
        for(int j = 0; j < MAP_COLUMNS; j++)//columns
        {
            x = (j * 100) - (i * 100);
            y = ((i * 100) + (j * 100)) / 2;
            drawTiles(i,j,x,y);
        }
    }
    //move from buffer to display texture
    memcpy(&displayTexture,&bufferTexture,sizeof((&bufferTexture)+1));

    //change render target back to display texture
    SDL_SetRenderTarget(renderer,displayTexture);

    //show it all on screen
    SDL_RenderPresent(renderer);
}

这里重要的是我的drawTiles功能,这不是常规吗? :

void drawTiles(int i,int j,int x,int y)
{
    //updates based on a mouse clicks xy coords
    gTileMovement.updateMapCoordinates();

    if(tileMap[i][j] == 1) // grass?
    {
         gSpriteSheetTexture.render(x+gTileMovement.getUpdatedX(),y+gTileMovement.getUpdatedY(),&gSpriteClips[1]);
    }
    if(tileMap[i][j] == 0) // wall?
    {
           gSpriteSheetTexture.render(x+gTileMovement.getUpdatedX(),y+gTileMovement.getUpdatedY(),&gSpriteClips[0]);
    }
    if(tileMap[i][j] == 2) // tree?
    {
       gSpriteSheetTexture.render(x+gTileMovement.getUpdatedX(),y+gTileMovement.getUpdatedY(),&gSpriteClips[2]);
    }
}

关注我如何通过类对SDL_RenderCopy进行拼贴。这会将纹理复制到当前的目标渲染器上吗?如果我没弄错的话,哪个是缓冲区纹理。

void LTexture::render(int x, int y, SDL_Rect * clip)
{
SDL_Rect renderQuad = {x, y, mWidth, mHeight};

if(clip != NULL)
{
    renderQuad.w = clip->w;
    renderQuad.h = clip->h;
}

SDL_RenderCopy(renderer, mTexture, clip, &renderQuad); 

}

0 个答案:

没有答案