as mentioned in the title, I have a problem while drawing onto the renderers backbuffer (NULL-target).
When I blit a texture to the backbuffer (“SDL_RenderCopy()”) and destroy this texture afterwards, the texture’s contents are still in the backbuffer, which is great.
But when I (without a “RenderPresent()”) try to draw to the backbuffer (over the containing texture-data) than,
the render-draw-color-domains (for each color-channel r,g,b&a) are capped at the color-channel-values of the pixel at x,y = 0,0 from the texture blitted before to the backbuffer, even if setting higher values with “SDL_SetRenderDrawColor()”.
So if this pixel was a dark cyan, I cannot draw a white or red/purple etc.,
but only that dark cyan, a dark blue/green, black or all of what’s in between.
Is this behavoir intended or a bug?
I tried to backup the renderers backbuffer in a sub-routine, that’s why I asked.
I’m using SDL v2.0.10
Thank you for your answers and have a great weekend.