view docs/man3/SDL_CDPause.3 @ 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 e5bc29de3f0a
children 546f7c1eb755
line wrap: on
line source

.TH "SDL_CDPause" "3" "Tue 11 Sep 2001, 22:58" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_CDPause\- Pauses a CDROM
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
.sp
\fBint \fBSDL_CDPause\fP\fR(\fBSDL_CD *cdrom\fR);
.SH "DESCRIPTION"
.PP
Pauses play on the given \fBcdrom\fR\&.
.SH "RETURN VALUE"
.PP
Returns \fB0\fR on success, or \fB-1\fR on an error\&.
.SH "SEE ALSO"
.PP
\fI\fBSDL_CDPlay\fP\fR, \fI\fBSDL_CDResume\fP\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 22:58