So (a) get's created that way, for example:
SDL_Surface *a = TTF_RenderText_Blended(font, "Hello!", color);
...and (b) like that:
SDL_Surface *tmp = SDL_CreateRGBSurface(SDL_SWSURFACE, b->w, b->h, 32, 0, 0, 0, 0);
b = SDL_DisplayFormatAlpha(x);
Then I fill (b) with complete transparency:
SDL_FillRect(b, NULL, SDL_MapRGBA(b->format, 0, 0, 0, 0))
...and blit (a) on (b):
SDL_BlitSurface(a, NULL, b, NULL);
The thing is... When blitting the pixel's alphavalue of (b) isn't changed. All pixels still have '0' as alpha value(To be certain: They have the alpha value they got when filling (b)). Any ways to perform this action right?
(Please don't ask why I need this to be done. I can workaround it, sure. But it got me curious, that's why I am asking.)
Thanks
