SDL: Render Texture on top of another texture

chelo_c picture chelo_c · Sep 6, 2013 · Viewed 10.8k times · Source

i am having trouble with the following:

I need to render a texture on top of another texture and then render that main texture. For example I have the blue rectangle texture, and I want to draw red rectangles on top of this blue rect. However i want them to restrict the render only on this rectangle. Like the following image: enter image description here

I read something about texture blit between them or something like that but im not sure if this is posible.

My code looks like this:

SDL_RenderCopy(ren,bluetexture,NULL,dBLUErect);
SDL_RenderCopy(ren,redtexture,NULL,dREDrect);
SDL_RenderPresent(ren);

Any one knows about how to do this in SDL 2.0? thats what Im using by the way.

Answer

chelo_c picture chelo_c · Sep 6, 2013

Mars answer didnt work because it drew a black texture and nothing could be drawn on that.

But THIS WORKS!:

SDL_Texture* auxtexture = SDL_CreateTexture(ren, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 500, 500);

//change the rendering target

SDL_SetTextureBlendMode(auxtexture, SDL_BLENDMODE_BLEND);
SDL_SetRenderTarget(ren, auxtexture);

//render what we want
triangle->render(ren); //render my class triangle e.g


//change the target back to the default and then render the aux

SDL_SetRenderTarget(ren, NULL); //NULL SETS TO DEFAULT
SDL_RenderCopy(ren, auxtexture, NULL, canvas->drect);
SDL_DestroyTexture(auxtexture);

Cheers.