comparison test/testsprite2.c @ 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>
date Sat, 11 Aug 2007 20:54:31 +0000
parents 8055185ae4ed
children e33ad7ebb7eb
comparison
equal deleted inserted replaced
2221:1d75c38e1e5c 2222:926294b2bb4e
61 } 61 }
62 62
63 /* Create textures from the image */ 63 /* Create textures from the image */
64 for (i = 0; i < state->num_windows; ++i) { 64 for (i = 0; i < state->num_windows; ++i) {
65 SDL_SelectRenderer(state->windows[i]); 65 SDL_SelectRenderer(state->windows[i]);
66 sprites[i] = 66 sprites[i] = SDL_CreateTextureFromSurface(0, temp);
67 SDL_CreateTextureFromSurface(0, SDL_TEXTUREACCESS_REMOTE, temp);
68 if (!sprites[i]) { 67 if (!sprites[i]) {
69 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); 68 fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
70 SDL_FreeSurface(temp); 69 SDL_FreeSurface(temp);
71 return (-1); 70 return (-1);
72 } 71 }