c++ - SDL 2.0 sprite draws skewed (transformed) after OpenGL draws -
c++ - SDL 2.0 sprite draws skewed (transformed) after OpenGL draws -
i'm using sdl create window , draw opengl in , after drawing opengl utilize sdl show sprites (ui). worked me on windows, osx , ndk doesn't work me on ios. how draw sprite:
i create window:
int flags = sdl_window_opengl | sdl_window_shown; gwindow = sdl_createwindow("example", sdl_windowpos_centered, sdl_windowpos_centered, 400, 800, flags);
i create renderer:
grenderer = sdl_createrenderer(gwindow, id, sdl_renderer_accelerated | sdl_renderer_presentvsync);
i load texture:
sdl_texture* newtexture = null; sdl_surface* loadedsurface = sdl_loadbmp(path.c_str()); newtexture = sdl_createtexturefromsurface(grenderer, loadedsurface); sdl_freesurface(loadedsurface);
that's opengl drawing. load .3ds models, load textures, utilize blending etc.
and draw sprite:
dstrect.x = 0.0f; dstrect.y = 0.0f; dstrect.w = 128.0f; dstrect.h = 64.0f; sdl_rendercopy(grenderer, newtexture, null , &dstrect); sdl_renderpresent(grenderer);
the result strange. sprite shows skewed instead of beingness drawn in rectangle.
what reason of sprite beingness transformed ? how can prepare ? has had similar problem ?
it looks me if photographic camera transform rotated around y-axis , perspective projection making looked skewed.
if sprite meant draw screen-space create sure have orthographic projection enabled before draw, width , height beingness size of physical screen (ie. 480x800).
c++ ios opengl-es opengl-es-2.0
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