My problem is that I have an object which consists of several parts. Each part is a different texture.
What I want is to copy the parts to temporary texture and then render that texture to window.
But when I execute SDL_RenderClear for the temporary texture it is filled with opaque color.
And because of that when I render the texture to window the rectangle filled with opaque color with
parts on top is actually rendered.
Can I select params for SDL_SetRenderDrawColor so that the temporary texture would be
transparent after SDL_RenderClear?
P. S. I load parts from bmp file and set a specific color as a color key to make textures for the parts transparent where I need to
but I don’t know how to do that if the texture is created with SDL_CreateTexture