# HG changeset patch # User Sam Lantinga # Date 1297343405 28800 # Node ID 189b1bdb7bafd44b1bfc2d527b8cfd3c8657511b # Parent a9eb73f21e3a0c34fcca488518f1a16a40c10667 Surfaces aren't in hardware memory anymore! diff -r a9eb73f21e3a -r 189b1bdb7baf include/SDL_surface.h --- a/include/SDL_surface.h Wed Feb 09 15:37:07 2011 -0800 +++ b/include/SDL_surface.h Thu Feb 10 05:10:05 2011 -0800 @@ -434,22 +434,6 @@ source colour key. \endverbatim * - * If either of the surfaces were in video memory, and the blit returns -2, - * the video memory was lost, so it should be reloaded with artwork and - * re-blitted: - * @code - * while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) { - * while ( SDL_LockSurface(image) < 0 ) - * Sleep(10); - * -- Write image pixels to image->pixels -- - * SDL_UnlockSurface(image); - * } - * @endcode - * - * This happens under DirectX 5.0 when the system switches away from your - * fullscreen application. The lock will also fail until you have access - * to the video memory again. - * * You should call SDL_BlitSurface() unless you know exactly how SDL * blitting works internally and how to use the other blit functions. */