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>
date Fri, 16 Jul 2010 22:16:05 -0700
parents 64ce267332c6
children f9ab8df6d45a
comparison
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4665:c2493813a2f4 4666:52e871f486b8
53 Notes -- OpenGL ES 53 Notes -- OpenGL ES
54 ============================================================================== 54 ==============================================================================
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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.
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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.
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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.
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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.
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