Mercurial > sdl-ios-xcode
comparison README.Porting @ 2222:926294b2bb4e
Emphasized the separation between SDL_Surface and SDL_Texture
- SDL_Surface is a system memory representation of pixel data
- SDL_Texture is a video memory representation of pixel data
The concept of SDL_Surface with SDL_HWSURFACE is no longer used.
Separated SDL_Texture types by usage rather than memory type
- SDL_TEXTUREACCESS_STATIC is for rarely changed pixel data,
can be placed in video memory.
- SDL_TEXTUREACCESS_STREAMING is for frequently changing pixel
data, usually placed in system memory or AGP memory.
Optimized the SDL_compat usage of the OpenGL renderer by only
using one copy of the framebuffer instead of two.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 11 Aug 2007 20:54:31 +0000 |
parents | 103760c3a5dc |
children |
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2221:1d75c38e1e5c | 2222:926294b2bb4e |
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