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SDL_CreateRGBSurface(3) 		SDL API Reference		  SDL_CreateRGBSurface(3)

       SDL_CreateRGBSurface- Create an empty SDL_Surface

       #include "SDL.h"

       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 per-
			   formance 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->Video	blits  (which  are  often

       SDL_SRCCOLORKEY	   This  flag  turns  on  colourkeying	for  blits  from this surface. If
			   SDL_HWSURFACE is also specified and colourkeyed  blits  are	hardware-
			   accelerated,  then SDL will attempt to place the surface in video mem-
			   ory. Use SDL_SetColorKey to set or clear this flag after surface  cre-

       SDL_SRCALPHA	   This  flag  turns  on  alpha-blending  for blits from this surface. If
			   SDL_HWSURFACE is also specified and alpha-blending blits are hardware-
			   accelerated, then the surface will be placed in video memory if possi-
			   ble. Use SDL_SetAlpha to set or clear this  flag  after  surface  cre-


	      If  an  alpha-channel  is  specified  (that  is,	if  Amask  is  nonzero), then the
	      SDL_SRCALPHA flag is automatically  set.	You  may  remove  this	flag  by  calling
	      SDL_SetAlpha after surface creation.

       Returns the created surface, or NULL upon error.

	   /* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order,
	      as expected by OpenGL for textures */
	   SDL_Surface *surface;
	   Uint32 rmask, gmask, bmask, amask;

	   /* SDL interprets each pixel as a 32-bit number, so our masks must depend
	      on the endianness (byte order) of the machine */
	   rmask = 0xff000000;
	   gmask = 0x00ff0000;
	   bmask = 0x0000ff00;
	   amask = 0x000000ff;
	   rmask = 0x000000ff;
	   gmask = 0x0000ff00;
	   bmask = 0x00ff0000;
	   amask = 0xff000000;

	   surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
					  rmask, gmask, bmask, amask);
	   if(surface == NULL) {
	       fprintf(stderr, "CreateRGBSurface failed: %s
       ", SDL_GetError());

       SDL_CreateRGBSurfaceFrom,  SDL_FreeSurface,  SDL_SetVideoMode,  SDL_LockSurface,  SDL_Pix-
       elFormat, SDL_Surface SDL_SetAlpha SDL_SetColorKey

SDL				      Tue 11 Sep 2001, 23:01		  SDL_CreateRGBSurface(3)
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