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No need to use a render target here.
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icculus committed Feb 9, 2014
1 parent 853334a commit 9a15da8
Showing 1 changed file with 1 addition and 5 deletions.
6 changes: 1 addition & 5 deletions test/controllermap.c
Expand Up @@ -108,7 +108,7 @@ WatchJoystick(SDL_Joystick * joystick)
{
SDL_Window *window = NULL;
SDL_Renderer *screen = NULL;
SDL_Texture *target, *background, *button, *axis, *marker;
SDL_Texture *background, *button, *axis, *marker;
const char *name = NULL;
SDL_bool retval = SDL_FALSE;
SDL_bool done = SDL_FALSE, next=SDL_FALSE;
Expand Down Expand Up @@ -159,7 +159,6 @@ WatchJoystick(SDL_Joystick * joystick)
return SDL_FALSE;
}

target = SDL_CreateTexture(screen, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_TARGET, MAP_WIDTH, MAP_HEIGHT);
background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
button = LoadTexture(screen, "button.bmp", SDL_TRUE);
axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
Expand Down Expand Up @@ -226,13 +225,10 @@ WatchJoystick(SDL_Joystick * joystick)
}
}

SDL_SetRenderTarget(screen, target);
SDL_RenderCopy(screen, background, NULL, NULL);
SDL_SetTextureAlphaMod(marker, alpha);
SDL_SetTextureColorMod(marker, 10, 255, 21);
SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0);
SDL_SetRenderTarget(screen, NULL);
SDL_RenderCopy(screen, target, NULL, NULL);
SDL_RenderPresent(screen);

if (SDL_PollEvent(&event)) {
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