r = sdl.SetTextureBlendMode(tex, blendmode)
blendmode
may be one of the following:
#SDL_BLENDMODE_NONE
dstRGBA = srcRGBA |
#SDL_BLENDMODE_BLEND
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)) dstA = srcA + (dstA * (1-srcA)) |
#SDL_BLENDMODE_ADD
dstRGB = (srcRGB * srcA) + dstRGB dstA = dstA |
#SDL_BLENDMODE_MOD
dstRGB = srcRGB * dstRGB dstA = dstA |
If the blend mode is not supported, the closest supported mode is chosen and this function returns -1.
The tex
argument must simply be the identifier of a hardware brush.