view docs/man3/SDL_GetThreadID.3 @ 852:2651b6b43840

Quartz fix: ut2004 makes a 2D window for the splash screen, which sets the screen surface's pixels field. Then we tear down that video mode and create a GL context, and the Quartz target isn't resetting the pixels field to NULL. When you just create a GL window, the structure is memset'd to zero the first time through, so unless you hit ut2004's codepath, you won't see the bug. :) Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a warning about a bogus free() to stderr, but it doesn't actually crash. All we need to do is explicitly initialize the current->pixels field.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 24 Feb 2004 06:53:22 +0000
parents e5bc29de3f0a
children 546f7c1eb755
line wrap: on
line source

.TH "SDL_GetThreadID" "3" "Tue 11 Sep 2001, 23:00" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_GetThreadID\- Get the SDL thread ID of a SDL_Thread
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
#include "SDL_thread\&.h"
.sp
\fBUint32 \fBSDL_GetThreadID\fP\fR(\fBSDL_Thread *thread\fR);
.SH "DESCRIPTION"
.PP
Returns the ID of a \fBSDL_Thread\fR created by \fISDL_CreateThread\fR\&.
.SH "SEE ALSO"
.PP
\fISDL_CreateThread\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:00