Mercurial > sdl-ios-xcode
view VisualC/SDL.dsw @ 2222:926294b2bb4e
Emphasized the separation between SDL_Surface and SDL_Texture
- SDL_Surface is a system memory representation of pixel data
- SDL_Texture is a video memory representation of pixel data
The concept of SDL_Surface with SDL_HWSURFACE is no longer used.
Separated SDL_Texture types by usage rather than memory type
- SDL_TEXTUREACCESS_STATIC is for rarely changed pixel data,
can be placed in video memory.
- SDL_TEXTUREACCESS_STREAMING is for frequently changing pixel
data, usually placed in system memory or AGP memory.
Optimized the SDL_compat usage of the OpenGL renderer by only
using one copy of the framebuffer instead of two.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 11 Aug 2007 20:54:31 +0000 |
parents | d63e9f5944ae |
children |
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Microsoft Developer Studio Workspace File, Format Version 5.00 # WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE! ############################################################################### Project: "SDL"=.\SDL\SDL.DSP - Package Owner=<4> Package=<5> {{{ }}} Package=<4> {{{ }}} ############################################################################### Project: "SDLmain"=.\SDLmain\SDLmain.dsp - Package Owner=<4> Package=<5> {{{ }}} Package=<4> {{{ }}} ############################################################################### Global: Package=<5> {{{ }}} Package=<3> {{{ }}} ###############################################################################