Textures & surfacesSDL 3.2
SDL_SetTextureBlendMode
Chooses how the texture mixes with what is behind it: transparency, additive glow, none…
Signature
bool SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode);
How it works
SDL_BLENDMODE_BLEND gives normal transparency, so the see-through parts of a PNG show what is behind. SDL_BLENDMODE_ADD adds the colour on top, which suits fire, lasers and light. SDL_BLENDMODE_NONE copies the pixels as they are, ignoring alpha, which is a little faster for opaque backgrounds.
The modes and their formulas are the same as for SDL_SetRenderDrawBlendMode.
Parameters
textureSDL_Texture *
The texture.
blendModeSDL_BlendMode
SDL_BLENDMODE_NONE, _BLEND, _ADD, _MOD…
Return value
true on success; false if the renderer does not support that mode.
Example
example.cpp
1SDL_SetTextureBlendMode(sparkTex, SDL_BLENDMODE_ADD); // overlapping sparks glow