annotate docs/man3/SDL_FreeCursor.3 @ 2359:b70b96e615d2 gsoc2008_iphone

These files are the OpenGL ES render driver. You should be able to use them on any platform that supports OpenGL ES -- not just iPhone. The driver is based off the OpenGL render driver. There are a few differences between OpenGL and OpenGL ES that present difficulties for this driver: - OpenGL ES does NOT support many pixel formats (for example, no GL_BGR). Also, when using texture functions format and internalFormat must be the same -- this means 32 bit packed formats like SDL_PIXELFORMAT_BGR888 cannot be automatically converted to GL_RGB (which is 24bpp). - OpenGL ES doesn't have GL_PACK_ROW_LENGTH, which means data must be reformatted before uploading changes to dirty rects. This change has been added. - OpenGL ES doesn't support paletted textures, though there is an extension. I'm looking into this. Some other notable differences: - OpenGL ES has an extension called GL_OES_draw_texture which allows for quicker 2D sprite-type drawing. I use this in GL_RenderCopy when it is available. The iPhone supports the extension, but the iPhone Simulator does not (presently). - No glBegin() / glEnd() and no GL_QUADS! I'm using glDrawArrays with GL_TRIANGLE_STRIP instead!
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Thu, 17 Jul 2008 23:31:42 +0000
parents 546f7c1eb755
children 1238da4a7112
rev   line source
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1 .TH "SDL_FreeCursor" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference"
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2 .SH "NAME"
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3 SDL_FreeCursor \- Frees a cursor created with SDL_CreateCursor\&.
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4 .SH "SYNOPSIS"
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5 .PP
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6 \fB#include "SDL\&.h"
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7 .sp
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8 \fBvoid \fBSDL_FreeCursor\fP\fR(\fBSDL_Cursor *cursor\fR);
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9 .SH "DESCRIPTION"
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10 .PP
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11 Frees a \fBSDL_Cursor\fR that was created using \fISDL_CreateCursor\fR\&.
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12 .SH "SEE ALSO"
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13 .PP
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14 \fISDL_CreateCursor\fR
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15 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01