Surfaces aren't in hardware memory anymore!
authorSam Lantinga <slouken@libsdl.org>
Thu, 10 Feb 2011 05:10:05 -0800
changeset 5241189b1bdb7baf
parent 5240 a9eb73f21e3a
child 5242 78ce7bfd0faf
Surfaces aren't in hardware memory anymore!
include/SDL_surface.h
     1.1 --- a/include/SDL_surface.h	Wed Feb 09 15:37:07 2011 -0800
     1.2 +++ b/include/SDL_surface.h	Thu Feb 10 05:10:05 2011 -0800
     1.3 @@ -434,22 +434,6 @@
     1.4          source colour key.
     1.5      \endverbatim
     1.6   *  
     1.7 - *  If either of the surfaces were in video memory, and the blit returns -2,
     1.8 - *  the video memory was lost, so it should be reloaded with artwork and 
     1.9 - *  re-blitted:
    1.10 - *  @code
    1.11 - *  while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
    1.12 - *      while ( SDL_LockSurface(image) < 0 )
    1.13 - *          Sleep(10);
    1.14 - *      -- Write image pixels to image->pixels --
    1.15 - *      SDL_UnlockSurface(image);
    1.16 - *  }
    1.17 - *  @endcode
    1.18 - *  
    1.19 - *  This happens under DirectX 5.0 when the system switches away from your
    1.20 - *  fullscreen application.  The lock will also fail until you have access
    1.21 - *  to the video memory again.
    1.22 - *  
    1.23   *  You should call SDL_BlitSurface() unless you know exactly how SDL
    1.24   *  blitting works internally and how to use the other blit functions.
    1.25   */