SDL_CreateRGBSurface
NAME SYNOPSIS DESCRIPTION SEE ALSO
SDL_CreateRGBSurface- Create an empty SDL_Surface
#include
SDL_Surface *SDL_CreateRGBSurface(Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
Allocate an empty surface (must be called after SDL_!SetVideoMode?)
If depth is 8 bits an empty palette is allocated for the surface, otherwise a 'packed-pixel' SDL_!PixelFormat? is created using the [RGBA?mask's provided (see SDL_!PixelFormat?). The flags specifies the type of surface that should be created, it is an OR'd combination of the following possible values.
SDL_SWSURFACE
SDL will create the surface in system memory. This improves the performance of pixel level access, however you may not be able to take advantage of some types of hardware blitting.
SDL_HWSURFACE
SDL will attempt to create the surface in video memory. This will allow SDL to take advantage of Video-
SDL_SRCCOLORKEY
With this flag SDL will attempt to find the best location for this surface, either in system memory or video memory, to obtain hardware colorkey blitting support.
SDL_SRCALPHA With this flag SDL will attempt to find the best location for this surface, either in system memory or video memory, to obtain hardware alpha support
SDL_CreateRGBSurfaceFrom, SDL_!FreeSurface?, SDL_!SetVideoMode?, SDL_!LockSurface?, SDL_!PixelFormat?, SDL_Surface
One page links to SDL_CreateRGBSurface(3):