I’m simply trying to Draw an Arc with some thickness. The arcColor function in the Primitives only seems to draw a single pixel width Arc. I have other graphics drawn on my Texture, so the Arc needs to be “overlaid” like arcColor does.
So I tried the following
- On an off screen Texture…
- Fill with Black
- Draw filled Circle in color of desired Arc
- Draw filled circle in black that is “thickness” smaller than colored circle to “punch out” ring.
- Draw filled pie between end and start angles of arc to “punch out” the undesired part of the Arc.
Finally, I would like to BitBlt that offscreen Texture back onto my main Texture without bringing the black pixels. In Win32 GDI I would do a BltBlt with SRC_PAINT to OR the source and destination Textures, but SDL doesn’t appear to support that concept.
I haven’t been able to figure out what SDL_BLENDMODE_ADD does or how to use it, but it seems to have potential.
Note: I am doing all my Drawing on Textures and compositing them until a final SDL_RenderPresent()
Note: The old faithful method of Rendering an Arc as a series of small lines turned out to be horrible when the segments have thickness. (Or I have a settign wrong)