Mercurial > sdl-ios-xcode
diff include/SDL_compat.h @ 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 | 760c1bd2d625 |
children | e61ad15a205f |
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--- a/include/SDL_compat.h Sat Aug 11 20:46:24 2007 +0000 +++ b/include/SDL_compat.h Sat Aug 11 20:54:31 2007 +0000 @@ -36,7 +36,7 @@ /* *INDENT-ON* */ #endif -#define SDL_SWSURFACE 0x00000000 +#define SDL_SWSURFACE 0x00000000 /* Not used */ #define SDL_ANYFORMAT 0x00100000 #define SDL_HWPALETTE 0x00200000 #define SDL_DOUBLEBUF 0x00400000 @@ -44,6 +44,7 @@ #define SDL_RESIZABLE 0x01000000 #define SDL_NOFRAME 0x02000000 #define SDL_OPENGL 0x04000000 +#define SDL_HWSURFACE 0x08000001 /* Not used */ #define SDL_ASYNCBLIT 0x08000000 /* Not used */ #define SDL_HWACCEL 0x08000000 /* Not used */