Mercurial > sdl-ios-xcode
view docs/man3/SDL_DisplayFormat.3 @ 3197:434ce3242e1c
Alexei Tereschenko
Why not to use hardware vertex processing instead of software one if
it is available in D3D render driver? With hardware processing
testsprite2 runs three times faster on all videocards which I could
test.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 16 Jun 2009 14:34:15 +0000 |
parents | 546f7c1eb755 |
children | 1238da4a7112 |
line wrap: on
line source
.TH "SDL_DisplayFormat" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_DisplayFormat \- Convert a surface to the display format .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBSDL_Surface *\fBSDL_DisplayFormat\fP\fR(\fBSDL_Surface *surface\fR); .SH "DESCRIPTION" .PP This function takes a surface and copies it to a new surface of the pixel format and colors of the video framebuffer, suitable for fast blitting onto the display surface\&. It calls \fISDL_ConvertSurface\fR .PP If you want to take advantage of hardware colorkey or alpha blit acceleration, you should set the colorkey and alpha value before calling this function\&. .PP If you want an alpha channel, see \fISDL_DisplayFormatAlpha\fR\&. .SH "RETURN VALUE" .PP If the conversion fails or runs out of memory, it returns \fBNULL\fR .SH "SEE ALSO" .PP \fI\fBSDL_ConvertSurface\fP\fR, \fI\fBSDL_DisplayFormatAlpha\fP\fR \fI\fBSDL_SetAlpha\fP\fR, \fI\fBSDL_SetColorKey\fP\fR, \fI\fBSDL_Surface\fR\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01