annotate docs/html/sdlvideoinfo.html @ 530:d37660186e58

Added check for AMD x86-64 ("Hammer") architecture in byte order determination.
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 14 Oct 2002 05:05:04 +0000
parents e5bc29de3f0a
children 355632dca928
rev   line source
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1 <HTML
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2 ><HEAD
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3 ><TITLE
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4 >SDL_VideoInfo</TITLE
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5 ><META
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6 NAME="GENERATOR"
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.64
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8 "><LINK
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9 REL="HOME"
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10 TITLE="SDL Library Documentation"
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11 HREF="index.html"><LINK
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12 REL="UP"
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13 TITLE="Video"
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14 HREF="video.html"><LINK
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15 REL="PREVIOUS"
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16 TITLE="SDL_Surface"
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17 HREF="sdlsurface.html"><LINK
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20 HREF="sdloverlay.html"></HEAD
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21 ><BODY
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24 TEXT="#000000"
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27 ALINK="#ff0000"
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28 ><DIV
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29 CLASS="NAVHEADER"
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30 ><TABLE
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32 BORDER="0"
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33 CELLPADDING="0"
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35 ><TR
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36 ><TH
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37 COLSPAN="3"
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38 ALIGN="center"
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39 >SDL Library Documentation</TH
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40 ></TR
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41 ><TR
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42 ><TD
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43 WIDTH="10%"
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44 ALIGN="left"
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45 VALIGN="bottom"
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46 ><A
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47 HREF="sdlsurface.html"
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48 >Prev</A
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49 ></TD
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50 ><TD
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51 WIDTH="80%"
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54 ></TD
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55 ><TD
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56 WIDTH="10%"
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58 VALIGN="bottom"
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59 ><A
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60 HREF="sdloverlay.html"
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61 >Next</A
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62 ></TD
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63 ></TR
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64 ></TABLE
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65 ><HR
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67 WIDTH="100%"></DIV
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68 ><H1
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69 ><A
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70 NAME="SDLVIDEOINFO"
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71 >SDL_VideoInfo</A
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72 ></H1
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73 ><DIV
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74 CLASS="REFNAMEDIV"
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75 ><A
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76 NAME="AEN3006"
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77 ></A
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78 ><H2
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79 >Name</H2
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80 >SDL_VideoInfo&nbsp;--&nbsp;Video Target information</DIV
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81 ><DIV
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82 CLASS="REFSECT1"
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83 ><A
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84 NAME="AEN3009"
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85 ></A
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86 ><H2
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87 >Structure Definition</H2
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88 ><PRE
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89 CLASS="PROGRAMLISTING"
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90 >typedef struct{
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91 Uint32 hw_available:1;
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92 Uint32 wm_available:1;
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93 Uint32 blit_hw:1;
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94 Uint32 blit_hw_CC:1;
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95 Uint32 blit_hw_A:1;
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96 Uint32 blit_sw:1;
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97 Uint32 blit_sw_CC:1;
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98 Uint32 blit_sw_A:1;
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99 Uint32 blit_fill;
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100 Uint32 video_mem;
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101 SDL_PixelFormat *vfmt;
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102 } SDL_VideoInfo;</PRE
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103 ></DIV
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104 ><DIV
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105 CLASS="REFSECT1"
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106 ><A
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107 NAME="AEN3012"
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108 ></A
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109 ><H2
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110 >Structure Data</H2
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111 ><DIV
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112 CLASS="INFORMALTABLE"
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113 ><A
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114 NAME="AEN3014"
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115 ></A
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116 ><P
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117 ></P
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118 ><TABLE
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119 BORDER="0"
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120 CLASS="CALSTABLE"
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121 ><TBODY
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122 ><TR
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123 ><TD
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124 ALIGN="LEFT"
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125 VALIGN="TOP"
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126 ><TT
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127 CLASS="STRUCTFIELD"
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128 ><I
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129 >hw_available</I
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130 ></TT
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131 ></TD
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132 ><TD
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133 ALIGN="LEFT"
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134 VALIGN="TOP"
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135 >Is it possible to create hardware surfaces?</TD
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136 ></TR
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137 ><TR
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138 ><TD
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139 ALIGN="LEFT"
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140 VALIGN="TOP"
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141 ><TT
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142 CLASS="STRUCTFIELD"
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143 ><I
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144 >wm_available</I
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145 ></TT
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146 ></TD
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147 ><TD
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148 ALIGN="LEFT"
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149 VALIGN="TOP"
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150 >Is there a window manager available</TD
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151 ></TR
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152 ><TR
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153 ><TD
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154 ALIGN="LEFT"
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155 VALIGN="TOP"
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156 ><TT
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157 CLASS="STRUCTFIELD"
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158 ><I
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159 >blit_hw</I
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160 ></TT
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161 ></TD
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162 ><TD
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163 ALIGN="LEFT"
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164 VALIGN="TOP"
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165 >Are hardware to hardware blits accelerated?</TD
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166 ></TR
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167 ><TR
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168 ><TD
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169 ALIGN="LEFT"
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170 VALIGN="TOP"
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171 ><TT
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172 CLASS="STRUCTFIELD"
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173 ><I
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174 >blit_hw_CC</I
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175 ></TT
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176 ></TD
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177 ><TD
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178 ALIGN="LEFT"
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179 VALIGN="TOP"
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180 >Are hardware to hardware colorkey blits accelerated?</TD
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181 ></TR
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182 ><TR
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183 ><TD
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184 ALIGN="LEFT"
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185 VALIGN="TOP"
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186 ><TT
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187 CLASS="STRUCTFIELD"
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188 ><I
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189 >blit_hw_A</I
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190 ></TT
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191 ></TD
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192 ><TD
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193 ALIGN="LEFT"
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194 VALIGN="TOP"
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195 >Are hardware to hardware alpha blits accelerated?</TD
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196 ></TR
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197 ><TR
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198 ><TD
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199 ALIGN="LEFT"
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200 VALIGN="TOP"
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201 ><TT
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202 CLASS="STRUCTFIELD"
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203 ><I
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204 >blit_sw</I
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205 ></TT
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206 ></TD
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207 ><TD
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208 ALIGN="LEFT"
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209 VALIGN="TOP"
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210 >Are software to hardware blits accelerated?</TD
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211 ></TR
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212 ><TR
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213 ><TD
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214 ALIGN="LEFT"
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215 VALIGN="TOP"
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216 ><TT
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217 CLASS="STRUCTFIELD"
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218 ><I
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219 >blit_sw_CC</I
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220 ></TT
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221 ></TD
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222 ><TD
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223 ALIGN="LEFT"
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224 VALIGN="TOP"
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225 >Are software to hardware colorkey blits accelerated?</TD
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226 ></TR
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227 ><TR
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228 ><TD
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229 ALIGN="LEFT"
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230 VALIGN="TOP"
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231 ><TT
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232 CLASS="STRUCTFIELD"
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233 ><I
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234 >blit_sw_A</I
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235 ></TT
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236 ></TD
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237 ><TD
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238 ALIGN="LEFT"
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239 VALIGN="TOP"
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240 >Are software to hardware alpha blits accelerated?</TD
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241 ></TR
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242 ><TR
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243 ><TD
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244 ALIGN="LEFT"
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245 VALIGN="TOP"
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246 ><TT
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247 CLASS="STRUCTFIELD"
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248 ><I
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249 >blit_fill</I
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250 ></TT
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251 ></TD
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252 ><TD
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253 ALIGN="LEFT"
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254 VALIGN="TOP"
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255 >Are color fills accelerated?</TD
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256 ></TR
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257 ><TR
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258 ><TD
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259 ALIGN="LEFT"
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260 VALIGN="TOP"
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261 ><TT
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262 CLASS="STRUCTFIELD"
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263 ><I
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264 >video_mem</I
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265 ></TT
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266 ></TD
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267 ><TD
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268 ALIGN="LEFT"
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269 VALIGN="TOP"
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270 >Total amount of video memory in Kilobytes</TD
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271 ></TR
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272 ><TR
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273 ><TD
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274 ALIGN="LEFT"
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275 VALIGN="TOP"
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276 ><TT
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277 CLASS="STRUCTFIELD"
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278 ><I
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279 >vfmt</I
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280 ></TT
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281 ></TD
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282 ><TD
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283 ALIGN="LEFT"
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284 VALIGN="TOP"
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285 ><A
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286 HREF="sdlpixelformat.html"
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287 >Pixel format</A
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288 > of the video device</TD
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289 ></TR
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290 ></TBODY
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291 ></TABLE
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292 ><P
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293 ></P
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294 ></DIV
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295 ></DIV
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296 ><DIV
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297 CLASS="REFSECT1"
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298 ><A
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299 NAME="AEN3062"
0
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300 ></A
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301 ><H2
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302 >Description</H2
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303 ><P
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304 >This (read-only) structure is returned by <A
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305 HREF="sdlgetvideoinfo.html"
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306 ><TT
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307 CLASS="FUNCTION"
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308 >SDL_GetVideoInfo</TT
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309 ></A
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310 >. It contains information on either the 'best' available mode (if called before <A
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311 HREF="sdlsetvideomode.html"
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312 ><TT
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313 CLASS="FUNCTION"
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314 >SDL_SetVideoMode</TT
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315 ></A
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316 >) or the current video mode.</P
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317 ></DIV
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318 ><DIV
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319 CLASS="REFSECT1"
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320 ><A
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321 NAME="AEN3069"
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322 ></A
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323 ><H2
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324 >See Also</H2
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325 ><P
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326 ><A
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327 HREF="sdlpixelformat.html"
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328 ><SPAN
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329 CLASS="STRUCTNAME"
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330 >SDL_PixelFormat</SPAN
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331 ></A
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332 >,
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333 <A
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334 HREF="sdlgetvideoinfo.html"
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335 ><TT
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336 CLASS="FUNCTION"
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337 >SDL_GetVideoInfo</TT
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338 ></A
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339 ></P
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340 ></DIV
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341 ><DIV
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342 CLASS="NAVFOOTER"
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343 ><HR
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344 ALIGN="LEFT"
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345 WIDTH="100%"><TABLE
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346 WIDTH="100%"
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347 BORDER="0"
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348 CELLPADDING="0"
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349 CELLSPACING="0"
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350 ><TR
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351 ><TD
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352 WIDTH="33%"
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353 ALIGN="left"
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354 VALIGN="top"
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355 ><A
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356 HREF="sdlsurface.html"
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357 >Prev</A
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358 ></TD
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359 ><TD
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360 WIDTH="34%"
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361 ALIGN="center"
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Sam Lantinga <slouken@lokigames.com>
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362 VALIGN="top"
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363 ><A
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Sam Lantinga <slouken@lokigames.com>
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364 HREF="index.html"
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365 >Home</A
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366 ></TD
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367 ><TD
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Sam Lantinga <slouken@lokigames.com>
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368 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
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369 ALIGN="right"
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Sam Lantinga <slouken@lokigames.com>
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370 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
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371 ><A
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Sam Lantinga <slouken@lokigames.com>
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372 HREF="sdloverlay.html"
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373 >Next</A
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374 ></TD
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375 ></TR
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376 ><TR
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377 ><TD
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Sam Lantinga <slouken@lokigames.com>
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378 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
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379 ALIGN="left"
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Sam Lantinga <slouken@lokigames.com>
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380 VALIGN="top"
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381 >SDL_Surface</TD
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382 ><TD
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383 WIDTH="34%"
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Sam Lantinga <slouken@lokigames.com>
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384 ALIGN="center"
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Sam Lantinga <slouken@lokigames.com>
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385 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
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386 ><A
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Sam Lantinga <slouken@lokigames.com>
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387 HREF="video.html"
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Sam Lantinga <slouken@lokigames.com>
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388 >Up</A
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389 ></TD
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390 ><TD
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Sam Lantinga <slouken@lokigames.com>
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391 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
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392 ALIGN="right"
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Sam Lantinga <slouken@lokigames.com>
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393 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
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394 >SDL_Overlay</TD
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395 ></TR
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396 ></TABLE
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397 ></DIV
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Sam Lantinga <slouken@lokigames.com>
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398 ></BODY
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Sam Lantinga <slouken@lokigames.com>
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399 ></HTML
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400 >