Mercurial > sdl-ios-xcode
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(-) [+] |
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--- 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. */