Mercurial > sdl-ios-xcode
view docs/man3/SDL_UnlockSurface.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 |
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.TH "SDL_UnlockSurface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_UnlockSurface\- Unlocks a previously locked surface\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBvoid \fBSDL_UnlockSurface\fP\fR(\fBSDL_Surface *surface\fR); .SH "DESCRIPTION" .PP Surfaces that were previously locked using \fBSDL_LockSurface\fP must be unlocked with \fBSDL_UnlockSurface\fP\&. Surfaces should be unlocked as soon as possible\&. .PP It should be noted that since 1\&.1\&.8, surface locks are recursive\&. See \fI\fBSDL_LockSurface\fP\fR\&. .SH "SEE ALSO" .PP \fI\fBSDL_LockSurface\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01