SDL_RenderSetViewport takes all drawn objects












1














Im creating an viewport on the superior right corner, where i render an image. but i end up rendering all objects that i draw on that viewport instead of the rest of the screen. in this case i have drawn a triangle.



this is the code:
window



Window::Window (const std::string &title, int width, int height): title(title),width(width),height(height){closed=!init();}

bool Window::init(){
window=SDL_CreateWindow(title.c_str(),SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,width,height,0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
}

void Window::clear() const{
SDL_RenderPresent(renderer);
SDL_SetRenderDrawColor(renderer,0,0,200,255);
SDL_RenderClear(renderer);
}


the draw code:



Draw::Draw(int w,int h,int x,int y,int r,int g,int b,int a):w(w),h(h),x(x),y(y),r(r),g(g),b(b),a(a){}

Draw::Draw(int w,int h,int x,int y,const std::string &image):w(w),h(h),x(x),y(y){
auto surface = IMG_Load(image.c_str());
texture=SDL_CreateTextureFromSurface(Window::renderer,surface);
SDL_FreeSurface(surface);
}

void Draw::drawline() const{
SDL_SetRenderDrawColor(Window::renderer,r,g,b,a);
SDL_RenderDrawLine(Window::renderer,x,y,w,h);
}

void Draw::drawviewport() {
SDL_Rect viewport ={x,y,w,h};
SDL_RenderSetViewport(Window::renderer, &viewport );
SDL_RenderCopy( Window::renderer, texture, NULL, NULL );
SDL_RenderSetViewport(Window::renderer, NULL );
}


main code:



Window window("test SDL 1", 1920, 1080);
Draw rs(960,550,960,0,"deposit/sdl.jpg");

Draw linha1(0,400,200,200,255,255,0,0);
Draw linha2(400,400,200,200,255,255,0,0);
Draw linha3(400,400,0,400,255,255,0,0);

while(!window.isClosed()){

rs.drawviewport();

linha1.drawline();
linha2.drawline();
linha3.drawline();

window.clear();
}









share|improve this question




















  • 2




    You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.
    – keltar
    Nov 19 '18 at 5:26










  • @ keltar i have added that line and it now works. thanks!! I have also edited he first post to add the line.
    – Adato
    Nov 19 '18 at 17:44


















1














Im creating an viewport on the superior right corner, where i render an image. but i end up rendering all objects that i draw on that viewport instead of the rest of the screen. in this case i have drawn a triangle.



this is the code:
window



Window::Window (const std::string &title, int width, int height): title(title),width(width),height(height){closed=!init();}

bool Window::init(){
window=SDL_CreateWindow(title.c_str(),SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,width,height,0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
}

void Window::clear() const{
SDL_RenderPresent(renderer);
SDL_SetRenderDrawColor(renderer,0,0,200,255);
SDL_RenderClear(renderer);
}


the draw code:



Draw::Draw(int w,int h,int x,int y,int r,int g,int b,int a):w(w),h(h),x(x),y(y),r(r),g(g),b(b),a(a){}

Draw::Draw(int w,int h,int x,int y,const std::string &image):w(w),h(h),x(x),y(y){
auto surface = IMG_Load(image.c_str());
texture=SDL_CreateTextureFromSurface(Window::renderer,surface);
SDL_FreeSurface(surface);
}

void Draw::drawline() const{
SDL_SetRenderDrawColor(Window::renderer,r,g,b,a);
SDL_RenderDrawLine(Window::renderer,x,y,w,h);
}

void Draw::drawviewport() {
SDL_Rect viewport ={x,y,w,h};
SDL_RenderSetViewport(Window::renderer, &viewport );
SDL_RenderCopy( Window::renderer, texture, NULL, NULL );
SDL_RenderSetViewport(Window::renderer, NULL );
}


main code:



Window window("test SDL 1", 1920, 1080);
Draw rs(960,550,960,0,"deposit/sdl.jpg");

Draw linha1(0,400,200,200,255,255,0,0);
Draw linha2(400,400,200,200,255,255,0,0);
Draw linha3(400,400,0,400,255,255,0,0);

while(!window.isClosed()){

rs.drawviewport();

linha1.drawline();
linha2.drawline();
linha3.drawline();

window.clear();
}









share|improve this question




















  • 2




    You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.
    – keltar
    Nov 19 '18 at 5:26










  • @ keltar i have added that line and it now works. thanks!! I have also edited he first post to add the line.
    – Adato
    Nov 19 '18 at 17:44
















1












1








1







Im creating an viewport on the superior right corner, where i render an image. but i end up rendering all objects that i draw on that viewport instead of the rest of the screen. in this case i have drawn a triangle.



this is the code:
window



Window::Window (const std::string &title, int width, int height): title(title),width(width),height(height){closed=!init();}

bool Window::init(){
window=SDL_CreateWindow(title.c_str(),SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,width,height,0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
}

void Window::clear() const{
SDL_RenderPresent(renderer);
SDL_SetRenderDrawColor(renderer,0,0,200,255);
SDL_RenderClear(renderer);
}


the draw code:



Draw::Draw(int w,int h,int x,int y,int r,int g,int b,int a):w(w),h(h),x(x),y(y),r(r),g(g),b(b),a(a){}

Draw::Draw(int w,int h,int x,int y,const std::string &image):w(w),h(h),x(x),y(y){
auto surface = IMG_Load(image.c_str());
texture=SDL_CreateTextureFromSurface(Window::renderer,surface);
SDL_FreeSurface(surface);
}

void Draw::drawline() const{
SDL_SetRenderDrawColor(Window::renderer,r,g,b,a);
SDL_RenderDrawLine(Window::renderer,x,y,w,h);
}

void Draw::drawviewport() {
SDL_Rect viewport ={x,y,w,h};
SDL_RenderSetViewport(Window::renderer, &viewport );
SDL_RenderCopy( Window::renderer, texture, NULL, NULL );
SDL_RenderSetViewport(Window::renderer, NULL );
}


main code:



Window window("test SDL 1", 1920, 1080);
Draw rs(960,550,960,0,"deposit/sdl.jpg");

Draw linha1(0,400,200,200,255,255,0,0);
Draw linha2(400,400,200,200,255,255,0,0);
Draw linha3(400,400,0,400,255,255,0,0);

while(!window.isClosed()){

rs.drawviewport();

linha1.drawline();
linha2.drawline();
linha3.drawline();

window.clear();
}









share|improve this question















Im creating an viewport on the superior right corner, where i render an image. but i end up rendering all objects that i draw on that viewport instead of the rest of the screen. in this case i have drawn a triangle.



this is the code:
window



Window::Window (const std::string &title, int width, int height): title(title),width(width),height(height){closed=!init();}

bool Window::init(){
window=SDL_CreateWindow(title.c_str(),SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,width,height,0);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
}

void Window::clear() const{
SDL_RenderPresent(renderer);
SDL_SetRenderDrawColor(renderer,0,0,200,255);
SDL_RenderClear(renderer);
}


the draw code:



Draw::Draw(int w,int h,int x,int y,int r,int g,int b,int a):w(w),h(h),x(x),y(y),r(r),g(g),b(b),a(a){}

Draw::Draw(int w,int h,int x,int y,const std::string &image):w(w),h(h),x(x),y(y){
auto surface = IMG_Load(image.c_str());
texture=SDL_CreateTextureFromSurface(Window::renderer,surface);
SDL_FreeSurface(surface);
}

void Draw::drawline() const{
SDL_SetRenderDrawColor(Window::renderer,r,g,b,a);
SDL_RenderDrawLine(Window::renderer,x,y,w,h);
}

void Draw::drawviewport() {
SDL_Rect viewport ={x,y,w,h};
SDL_RenderSetViewport(Window::renderer, &viewport );
SDL_RenderCopy( Window::renderer, texture, NULL, NULL );
SDL_RenderSetViewport(Window::renderer, NULL );
}


main code:



Window window("test SDL 1", 1920, 1080);
Draw rs(960,550,960,0,"deposit/sdl.jpg");

Draw linha1(0,400,200,200,255,255,0,0);
Draw linha2(400,400,200,200,255,255,0,0);
Draw linha3(400,400,0,400,255,255,0,0);

while(!window.isClosed()){

rs.drawviewport();

linha1.drawline();
linha2.drawline();
linha3.drawline();

window.clear();
}






c++ c++14 sdl sdl-2






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edited Nov 21 '18 at 0:23









genpfault

41.7k95197




41.7k95197










asked Nov 18 '18 at 21:46









Adato

10511




10511








  • 2




    You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.
    – keltar
    Nov 19 '18 at 5:26










  • @ keltar i have added that line and it now works. thanks!! I have also edited he first post to add the line.
    – Adato
    Nov 19 '18 at 17:44
















  • 2




    You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.
    – keltar
    Nov 19 '18 at 5:26










  • @ keltar i have added that line and it now works. thanks!! I have also edited he first post to add the line.
    – Adato
    Nov 19 '18 at 17:44










2




2




You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.
– keltar
Nov 19 '18 at 5:26




You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.
– keltar
Nov 19 '18 at 5:26












@ keltar i have added that line and it now works. thanks!! I have also edited he first post to add the line.
– Adato
Nov 19 '18 at 17:44






@ keltar i have added that line and it now works. thanks!! I have also edited he first post to add the line.
– Adato
Nov 19 '18 at 17:44














1 Answer
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oldest

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Solution by keltar:



You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.






share|improve this answer























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    Solution by keltar:



    You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.






    share|improve this answer




























      0














      Solution by keltar:



      You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.






      share|improve this answer


























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        0








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        Solution by keltar:



        You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.






        share|improve this answer














        Solution by keltar:



        You never reset viewport back to fullscreen (SDL_RenderSetViewport(renderer, NULL)). However at this point it is unclear why you need separate viewports at all - what's written in question better be done with single RenderCopy with your "viewport" structure as destination rectangle.







        share|improve this answer














        share|improve this answer



        share|improve this answer








        edited Dec 24 '18 at 21:58









        Moritz

        57.4k19131184




        57.4k19131184










        answered Dec 24 '18 at 13:40









        Adato

        10511




        10511






























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