view docs/html/sdlupdaterects.html @ 81:1a2723474f12

Added the SDL_VIDEO_YUV_DIRECT hack for better performance when the requested video mode is 16 bpp but the real video mode is 32 bpp.
author Sam Lantinga <slouken@lokigames.com>
date Mon, 25 Jun 2001 22:16:44 +0000
parents 55f1f1b3e27d
children e5bc29de3f0a
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><H1
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>SDL_UpdateRects</A
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><H2
>Name</H2
>SDL_UpdateRects&nbsp;--&nbsp;Makes sure the given list of rectangles is updated on the given screen.</DIV
><DIV
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>Synopsis</H2
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><P
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><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>void <B
CLASS="FSFUNC"
>SDL_UpdateRects</B
></CODE
>(SDL_Surface *screen, int numrects, SDL_Rect *rects);</CODE
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><H2
>Description</H2
><P
>Makes sure the given list of rectangles is updated on the given screen.
The rectangles must all be confined within the screen boundaries (no
clipping is done).</P
><P
>This function should not be called while <TT
CLASS="PARAMETER"
><I
>screen</I
></TT
> is
<A
HREF="sdllocksurface.html"
>locked</A
>.</P
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>It is adviced to call this function only once per frame, since each
call has some processing overhead. This is no restriction since you
can pass any number of rectangles each time.</P
><P
>The rectangles are not automatically merged or checked for overlap. In
general, the programmer can use his knowledge about his particular
rectangles to merge them in an efficient way, to avoid overdraw.</P
></BLOCKQUOTE
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><H2
>See Also</H2
><P
><A
HREF="sdlupdaterect.html"
><TT
CLASS="FUNCTION"
>SDL_UpdateRect</TT
></A
>,
<A
HREF="sdlrect.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Rect</SPAN
></A
>,
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HREF="sdlsurface.html"
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>SDL_Surface</SPAN
></A
>,
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HREF="sdllocksurface.html"
><TT
CLASS="FUNCTION"
>SDL_LockSurface</TT
></A
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