Tao.Sdl SDK Documentation

SdlTtf.TTF_RenderGlyph_Blended Method 

Draw a UNICODE glyph in blended mode.

[Visual Basic]
Public Shared Function TTF_RenderGlyph_Blended( _
   ByVal font As IntPtr, _
   ByVal ch As Short, _
   ByVal fg As SDL_Color _
) As IntPtr
[C#]
public static IntPtr TTF_RenderGlyph_Blended(
   IntPtr font,
   short ch,
   SDL_Color fg
);

Parameters

font
Font to render the text with. A NULL pointer is not checked.
ch
The glyph to render.
fg
The color to render the text in. This becomes colormap index 1.

Return Value

a pointer to a new SDL_Surface. NULL is returned on errors.

Remarks

This function renders text using a TTF_Font. This mode of rendering is:

Blended

Slow Slow Slow, but Ultra Nice over another image

Create a 32-bit ARGB surface and render the given text at high quality, using alpha blending to dither the font with the given color. This results in a surface with alpha transparency, so you don't have a solid colored box around the text. The text is antialiased. This will render slower than Solid, but in about the same time as Shaded mode. The resulting surface will blit slower than if you had used Solid or Shaded. Use this when you want high quality, and the text isn't changing too fast.

Binds to C-function in SDL_ttf.h

            SDL_Surface * TTF_RenderUNICODE_Blended(TTF_Font *font, const Uint16 *text, SDL_Color fg)
            

See Also

SdlTtf Class | Tao.Sdl Namespace | TTF_SizeText | TTF_RenderText_Blended | TTF_RenderUTF8_Blended | TTF_RenderUNICODE_Blended | TTF_RenderText_Shaded | TTF_RenderText_Solid