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Surfaces aren't in hardware memory anymore!
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slouken committed Feb 10, 2011
1 parent f0f234e commit 3e10ffd
Showing 1 changed file with 0 additions and 16 deletions.
16 changes: 0 additions & 16 deletions include/SDL_surface.h
Expand Up @@ -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.
*/
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