la finestra ja no es opengl
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@@ -11,7 +11,7 @@ int main(int argc, char *argv[])
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constexpr int SIZE = WIDTH * HEIGHT;
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constexpr int ZOOM = 4;
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SDL_Window *window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, SDL_WINDOW_OPENGL);
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SDL_Window *window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, 0);
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SDL_Renderer *renderer = SDL_CreateRenderer(window, nullptr);
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SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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// SDL_SetDefaultTextureScaleMode(renderer, SDL_SCALEMODE_NEAREST);
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@@ -29,13 +29,13 @@ int main(int argc, char *argv[])
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paleta[0] = 0xFF000000;
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paleta[1] = 0xFFFFFFFF;
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SDL_Event sdlEvent;
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SDL_Event event;
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bool exit = false;
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while (!exit)
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{
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while (SDL_PollEvent(&sdlEvent))
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while (SDL_PollEvent(&event))
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{
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if (sdlEvent.type == SDL_EVENT_QUIT)
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if ((event.type == SDL_EVENT_QUIT) || (event.type == SDL_EVENT_KEY_DOWN && event.key.repeat == 0 && event.key.key == SDLK_ESCAPE))
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{
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exit = true;
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break;
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@@ -50,7 +50,7 @@ int main(int argc, char *argv[])
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surface[i] = 0;
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}
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// Dibuja el efecto
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// Dibuja el efecto en memoria
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float time = SDL_GetTicks() / 1000.0f;
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for (int j = -rad; j <= rad; j += 3)
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{
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@@ -67,9 +67,7 @@ int main(int argc, char *argv[])
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}
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}
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// El pitch se mide en bytes, entonces para acceder a cada fila:
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int pixel_pitch = pitch / sizeof(Uint32);
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for (int y = 0; y < HEIGHT; ++y)
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{
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for (int x = 0; x < WIDTH; ++x)
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