Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_DisplayYUVOverlay.3 @ 3197:434ce3242e1c
Alexei Tereschenko
Why not to use hardware vertex processing instead of software one if
it is available in D3D render driver? With hardware processing
testsprite2 runs three times faster on all videocards which I could
test.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 16 Jun 2009 14:34:15 +0000 |
parents | 546f7c1eb755 |
children | 1238da4a7112 |
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1 .TH "SDL_DisplayYUVOverlay" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
2283
546f7c1eb755
Merged revision 3472 from SDL 1.2, fixing bug #493
Sam Lantinga <slouken@libsdl.org>
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3 SDL_DisplayYUVOverlay \- Blit the overlay to the display |
0 | 4 .SH "SYNOPSIS" |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBint \fBSDL_DisplayYUVOverlay\fP\fR(\fBSDL_Overlay *overlay, SDL_Rect *dstrect\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 Blit the \fBoverlay\fR to the surface specified when it was \fIcreated\fR\&. The \fI\fBSDL_Rect\fR\fR structure, \fBdstrect\fR, specifies the position and size of the destination\&. If the \fBdstrect\fR is a larger or smaller than the overlay then the overlay will be scaled, this is optimized for 2x scaling\&. | |
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12 .SH "RETURN VALUES" |
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13 .PP |
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Updated from the SDL Documentation Project
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14 Returns 0 on success |
0 | 15 .SH "SEE ALSO" |
16 .PP | |
17 \fI\fBSDL_Overlay\fR\fR, \fI\fBSDL_CreateYUVOverlay\fP\fR | |
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18 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01 |