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Note that letterboxing uses the clear color now, not black bars

Sam Lantinga před 6 dny
rodič
revize
834b5ba7fb
1 změnil soubory, kde provedl 1 přidání a 9 odebrání
  1. 1 9
      include/SDL3/SDL_render.h

+ 1 - 9
include/SDL3/SDL_render.h

@@ -122,7 +122,7 @@ typedef enum SDL_RendererLogicalPresentation
 {
     SDL_LOGICAL_PRESENTATION_DISABLED,  /**< There is no logical size in effect */
     SDL_LOGICAL_PRESENTATION_STRETCH,   /**< The rendered content is stretched to the output resolution */
-    SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */
+    SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with the clear color */
     SDL_LOGICAL_PRESENTATION_OVERSCAN,  /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */
     SDL_LOGICAL_PRESENTATION_INTEGER_SCALE   /**< The rendered content is scaled up by integer multiples to fit the output resolution */
 } SDL_RendererLogicalPresentation;
@@ -1445,14 +1445,6 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *rend
  * specific dimensions but to make fonts look sharp, the app turns off logical
  * presentation while drawing text, for example.
  *
- * For the renderer's window, letterboxing is drawn into the framebuffer if
- * logical presentation is enabled during SDL_RenderPresent; be sure to
- * reenable it before presenting if you were toggling it, otherwise the
- * letterbox areas might have artifacts from previous frames (or artifacts
- * from external overlays, etc). Letterboxing is never drawn into texture
- * render targets; be sure to call SDL_RenderClear() before drawing into the
- * texture so the letterboxing areas are cleared, if appropriate.
- *
  * You can convert coordinates in an event into rendering coordinates using
  * SDL_ConvertEventToRenderCoordinates().
  *