diff 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
line wrap: on
line diff
--- a/test/testsprite2.c	Sat Aug 11 20:46:24 2007 +0000
+++ b/test/testsprite2.c	Sat Aug 11 20:54:31 2007 +0000
@@ -63,8 +63,7 @@
     /* Create textures from the image */
     for (i = 0; i < state->num_windows; ++i) {
         SDL_SelectRenderer(state->windows[i]);
-        sprites[i] =
-            SDL_CreateTextureFromSurface(0, SDL_TEXTUREACCESS_REMOTE, temp);
+        sprites[i] = SDL_CreateTextureFromSurface(0, temp);
         if (!sprites[i]) {
             fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError());
             SDL_FreeSurface(temp);