Ownership of the cached texture should be the responsibility of the UI element responsible for generating it; not the responsibility of some giant combination texture.------------------------
Nate Fries
Finally texture is rendered.
The result is that the dithering is too strong.
Is there a way to achieve a similar result (basically caching all my
rendered text) without this drawback?
Try setting SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_NONE); on your
text texture (preferred) or in your render target texture. That should
probably fix the problem.–
Gabriel.
Ownership of the cached texture should be the responsibility of the UI element responsible for generating it; not the responsibility of some giant combination texture.
You’re absolutely right, I’m trying to take a shortcut that doesn’t make really sense. In my defense, it’s merely experimentation…
gabomdq wrote:
Try setting SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_NONE); on your text texture (preferred) or in your render target texture. That should probably fix the problem.
It works perfectly well when using SDL_BLENDMODE_NONE on the text texture. Thanks!