Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_Flip.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 |
rev | line source |
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e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
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1 .TH "SDL_Flip" "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>
parents:
181
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3 SDL_Flip \- Swaps screen buffers |
0 | 4 .SH "SYNOPSIS" |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBint \fBSDL_Flip\fP\fR(\fBSDL_Surface *screen\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 On hardware that supports double-buffering, this function sets up a flip and returns\&. The hardware will wait for vertical retrace, and then swap video buffers before the next video surface blit or lock will return\&. On hardware that doesn\&'t support double-buffering, this is equivalent to calling \fISDL_UpdateRect\fR\fB(screen, 0, 0, 0, 0)\fR | |
12 .PP | |
13 The \fBSDL_DOUBLEBUF\fP flag must have been passed to \fISDL_SetVideoMode\fR, when setting the video mode for this function to perform hardware flipping\&. | |
14 .SH "RETURN VALUE" | |
15 .PP | |
16 This function returns \fB0\fR if successful, or \fB-1\fR if there was an error\&. | |
17 .SH "SEE ALSO" | |
18 .PP | |
19 \fI\fBSDL_SetVideoMode\fP\fR, \fI\fBSDL_UpdateRect\fP\fR, \fI\fBSDL_Surface\fR\fR | |
181
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Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
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20 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01 |