• Sam Lantinga's avatar
    Emphasized the separation between SDL_Surface and SDL_Texture · 6b348f07
    Sam Lantinga authored
     - 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.
    
    --HG--
    extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%402584
    6b348f07
testsprite2.c 9.25 KB