view docs/man3/SDL_WaitThread.3 @ 1897:c2a27da60b18

Solved the performance problems by introducing the concept of a single-buffered display, which is a fast path used for the whole-surface SDL 1.2 API. Solved the flicker problems by implementing a backbuffer in the GDI renderer. Unfortunately, now using the GDI renderer with a backbuffer and HBITMAPs is significantly slower than SDL's surface code. *sigh*
author Sam Lantinga <slouken@libsdl.org>
date Wed, 12 Jul 2006 06:39:26 +0000
parents e5bc29de3f0a
children 546f7c1eb755
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.TH "SDL_WaitThread" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_WaitThread\- Wait for a thread to finish\&.
.SH "SYNOPSIS"
.PP
\fB#include "SDL\&.h"
#include "SDL_thread\&.h"
.sp
\fBvoid \fBSDL_WaitThread\fP\fR(\fBSDL_Thread *thread, int *status\fR);
.SH "DESCRIPTION"
.PP
Wait for a thread to finish (timeouts are not supported)\&.
.SH "RETURN VALUE"
.PP
The return code for the thread function is placed in the area pointed to by \fBstatus\fR, if \fBstatus\fR is not \fBNULL\fR\&.
.SH "SEE ALSO"
.PP
\fI\fBSDL_CreateThread\fP\fR
...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01