Mercurial > sdl-ios-xcode
diff src/SDL_compat.c @ 5145:c8e049de174c
Making the API simpler, the renderer present semantics are always having a backbuffer and then discarding it. This is best for hardware accelerated rendering.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 01 Feb 2011 12:19:46 -0800 |
parents | 481dabb098ef |
children | ad50b3db78bd |
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--- a/src/SDL_compat.c Mon Jan 31 23:37:30 2011 -0800 +++ b/src/SDL_compat.c Tue Feb 01 12:19:46 2011 -0800 @@ -667,9 +667,7 @@ } /* Create a renderer for the window */ - if (SDL_CreateRenderer - (SDL_VideoWindow, -1, - SDL_RENDERER_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD) < 0) { + if (SDL_CreateRenderer(SDL_VideoWindow, -1, 0) < 0) { return NULL; } SDL_GetRendererInfo(&SDL_VideoRendererInfo); @@ -861,6 +859,7 @@ SDL_UpdateRects(SDL_Surface * screen, int numrects, SDL_Rect * rects) { int i; + SDL_Rect rect; if (screen == SDL_ShadowSurface) { for (i = 0; i < numrects; ++i) { @@ -887,18 +886,11 @@ SDL_UpdateTexture(SDL_VideoTexture, rect, pixels, pitch); } } - if (SDL_VideoRendererInfo.flags & SDL_RENDERER_PRESENTCOPY) { - for (i = 0; i < numrects; ++i) { - SDL_RenderCopy(SDL_VideoTexture, &rects[i], &rects[i]); - } - } else { - SDL_Rect rect; - rect.x = 0; - rect.y = 0; - rect.w = screen->w; - rect.h = screen->h; - SDL_RenderCopy(SDL_VideoTexture, &rect, &rect); - } + rect.x = 0; + rect.y = 0; + rect.w = screen->w; + rect.h = screen->h; + SDL_RenderCopy(SDL_VideoTexture, &rect, &rect); SDL_RenderPresent(); } }