Mercurial > sdl-ios-xcode
diff include/SDL_surface.h @ 5281:15a71bec4a55
merged
author | Eric Wing <ewing . public |-at-| gmail . com> |
---|---|
date | Sat, 12 Feb 2011 19:16:09 -0800 |
parents | b530ef003506 |
children |
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--- a/include/SDL_surface.h Sun Feb 06 23:48:31 2011 -0800 +++ b/include/SDL_surface.h Sat Feb 12 19:16:09 2011 -0800 @@ -1,6 +1,6 @@ /* SDL - Simple DirectMedia Layer - Copyright (C) 1997-2010 Sam Lantinga + Copyright (C) 1997-2011 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public @@ -434,22 +434,6 @@ source colour key. \endverbatim * - * If either of the surfaces were in video memory, and the blit returns -2, - * the video memory was lost, so it should be reloaded with artwork and - * re-blitted: - * @code - * while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) { - * while ( SDL_LockSurface(image) < 0 ) - * Sleep(10); - * -- Write image pixels to image->pixels -- - * SDL_UnlockSurface(image); - * } - * @endcode - * - * This happens under DirectX 5.0 when the system switches away from your - * fullscreen application. The lock will also fail until you have access - * to the video memory again. - * * You should call SDL_BlitSurface() unless you know exactly how SDL * blitting works internally and how to use the other blit functions. */