#include #include const int WIDTH = 640; const int HEIGHT = 480; Uint32 couleur(int r, int g, int b) { return (((r<<8)+ g)<<8 )+ b; } void dessin(SDL_Renderer * ren, SDL_Texture * tex, Uint32 * pixels, float alpha) { Uint32 *p; Uint8 r,g,b; int x,y; float beta = 1-alpha; pixels = (Uint32*) malloc(WIDTH*HEIGHT*sizeof(Uint32)); if (!pixels) {fprintf(stderr,"Erreur allocation\n"); return;} tex = SDL_CreateTexture(ren, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT); p = pixels; for(y=0;y 1.0) { alpha = 1.0; pas = -pas;} if (alpha < 0.0) { alpha = 0.0; pas = -pas;} } SDL_Delay(1000); SDL_DestroyRenderer(ren); SDL_DestroyWindow(win); SDL_Quit(); return 0; }