changeset 5246:189b1bdb7baf

Surfaces aren't in hardware memory anymore!
author Sam Lantinga <slouken@libsdl.org>
date Thu, 10 Feb 2011 05:10:05 -0800
parents a9eb73f21e3a
children 78ce7bfd0faf
files include/SDL_surface.h
diffstat 1 files changed, 0 insertions(+), 16 deletions(-) [+]
line wrap: on
line diff
--- 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.
  */