【发布时间】:2021-01-20 18:18:53
【问题描述】:
我得到的最接近的是:
void Engine::flipSurfaceVertically(SDL_Surface* surface)
{
SDL_LockSurface(surface);
Uint8* pixels = reinterpret_cast<Uint8*>(surface->pixels);
for (int k = 0; k < sizeof(Uint32); ++k)
{
for (int i = 0; i < surface->w; ++i)
{
for (int j = 0; j < surface->h / 2; ++j)
{
Uint32 currentPos = (j * surface->pitch) + (i * sizeof(Uint32)) + k;
Uint32 target = ((surface->h - j - 1) * surface->pitch) + (i * sizeof(Uint32)) + k;
Uint8 temp = pixels[target];
pixels[target] = pixels[currentPos];
pixels[currentPos] = temp;
}
}
}
SDL_UnlockSurface(surface);
}
但它不保持透明度。我怎样才能真正实现这一目标?
【问题讨论】: