Mercurial > sdl-ios-xcode
comparison README.iphoneos @ 4666:52e871f486b8
Revision 3163 added the following formats for OpenGL ES:
SDL_PIXELFORMAT_ABGR4444, SDL_PIXELFORMAT_ABGR1555, SDL_PIXELFORMAT_BGR565
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 16 Jul 2010 22:16:05 -0700 |
parents | 64ce267332c6 |
children | f9ab8df6d45a |
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4665:c2493813a2f4 | 4666:52e871f486b8 |
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53 Notes -- OpenGL ES | 53 Notes -- OpenGL ES |
54 ============================================================================== | 54 ============================================================================== |
55 | 55 |
56 Your SDL application for iPhone uses OpenGL ES for video by default. | 56 Your SDL application for iPhone uses OpenGL ES for video by default. |
57 | 57 |
58 OpenGL ES for iPhone supports two display pixel formats, RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute. | 58 OpenGL ES for iPhone supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute. |
59 | 59 |
60 If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0. | 60 If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0. |
61 | 61 |
62 Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1. | 62 Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1. |
63 | 63 |