From 3e10ffd09783fd746c7a2c6d14978be82d4fff58 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Thu, 10 Feb 2011 05:10:05 -0800 Subject: [PATCH] Surfaces aren't in hardware memory anymore! --- include/SDL_surface.h | 16 ---------------- 1 file changed, 16 deletions(-) diff --git a/include/SDL_surface.h b/include/SDL_surface.h index 9b6d24211..bb6582e68 100644 --- a/include/SDL_surface.h +++ b/include/SDL_surface.h @@ -434,22 +434,6 @@ extern DECLSPEC int SDLCALL SDL_FillRects 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. */