如何在调用 SDL_RenderPresent 后清除渲染器?
how to clear renderer after calling SDL_RenderPresent?
我为渲染器创建纹理,在调用 SDL_RenderPresent 几秒钟后,我想在屏幕上清除它?
我使用 SDL_RenderClear,但没有用。
SDL_RenderPresent(renderer);
SDL_Delay(5000);
SDL_RenderClear(renderer);
SDL_RenderPresent()
更新画面,SDL_RenderClear()
调用后需要再次调用
SDL's rendering functions operate on a backbuffer; that is, calling a
rendering function such as SDL_RenderDrawLine() does not directly put
a line on the screen, but rather updates the backbuffer. As such, you
compose your entire scene and present the composed backbuffer to the
screen as a complete picture.
您所做的 SDL_RenderClear()
调用正在该后台缓冲区上运行。
我为渲染器创建纹理,在调用 SDL_RenderPresent 几秒钟后,我想在屏幕上清除它? 我使用 SDL_RenderClear,但没有用。
SDL_RenderPresent(renderer);
SDL_Delay(5000);
SDL_RenderClear(renderer);
SDL_RenderPresent()
更新画面,SDL_RenderClear()
调用后需要再次调用
SDL's rendering functions operate on a backbuffer; that is, calling a rendering function such as SDL_RenderDrawLine() does not directly put a line on the screen, but rather updates the backbuffer. As such, you compose your entire scene and present the composed backbuffer to the screen as a complete picture.
您所做的 SDL_RenderClear()
调用正在该后台缓冲区上运行。