#include <SDL_gpu.h>

Public Attributes | |
| struct GPU_Renderer * | renderer |
| GPU_Target * | context_target |
| GPU_Target * | target |
| Uint16 | w |
| Uint16 | h |
| GPU_bool | using_virtual_resolution |
| GPU_FormatEnum | format |
| int | num_layers |
| int | bytes_per_pixel |
| Uint16 | base_w |
| Uint16 | base_h |
| Uint16 | texture_w |
| Uint16 | texture_h |
| GPU_bool | has_mipmaps |
| float | anchor_x |
| float | anchor_y |
| SDL_Color | color |
| GPU_bool | use_blending |
| GPU_BlendMode | blend_mode |
| GPU_FilterEnum | filter_mode |
| GPU_SnapEnum | snap_mode |
| GPU_WrapEnum | wrap_mode_x |
| GPU_WrapEnum | wrap_mode_y |
| void * | data |
| int | refcount |
| GPU_bool | is_alias |
Image object for containing pixel/texture data. A GPU_Image can be created with GPU_CreateImage(), GPU_LoadImage(), GPU_CopyImage(), or GPU_CopyImageFromSurface(). Free the memory with GPU_FreeImage() when you're done.
1.8.6