Mercurial > sdl-ios-xcode
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 |
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--- 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);