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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
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audio | ||
cdrom | ||
cpuinfo | ||
events | ||
file | ||
hermes | ||
joystick | ||
loadso | ||
main | ||
stdlib | ||
thread | ||
timer | ||
video | ||
SDL.c | ||
SDL_compat.c | ||
SDL_error.c | ||
SDL_error_c.h | ||
SDL_fatal.c | ||
SDL_fatal.h |