Hello,
In my application, i now use SDL_SetRenderTarget for my objects.
I migrate old code to the new one that use SDL_SetRenderTarget but I have an issue:
This code works when using i as int but not i inside a loop ?
//for ( size_t i = 0; i < NOMBRSERVERAPP; i++ ) // for every objects
int i = 2;
{
FileName.append(pCadreFichImage[i]); // file name
SDL_Surface *PntSurfSrvr = IMG_Load(FileName.c_str( ) ); // loading
int SizW = PntSurfSrvr->w;
int SizH = PntSurfSrvr->h;
SDL_Texture *PntTextureTemp = SDL_CreateTextureFromSurface( gRender, PntSurfSrvr );
pTbPtImgSrvTxur[i] = SDL_CreateTexture(gRender, SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,SizW,SizH);
SDL_SetTextureBlendMode( pTbPtImgSrvTxur[i], SDL_BLENDMODE_BLEND ); // transParence
SDL_SetRenderTarget( gRender, pTbPtImgSrvTxur[i] ); //RENDERING
SDL_RenderCopy( gRender, PntTextureTemp, NULL, NULL ); // copy
SDL_SetRenderTarget( gRender, NULL ); // end render Texture
SDL_DestroyTexture( PntTextureTemp ); // free texture
SDL_FreeSurface( PntSurfSrvr ); // free surface
}
Could you please help me?
The object is well displayed when i don’t use the loop:
When I use a texture pointer instead of a table of texture pointers
Is there anything I forgot to write?
Thanks