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render: Batching is always enabled now!
Make sure your app uses SDL_RenderFlush() before it talks to D3D/OpenGL/etc! Fixes #8584.
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7 changed files with 24 additions and 78 deletions
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@ -1559,20 +1559,12 @@ extern DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
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* are planning to call into OpenGL/Direct3D/Metal/whatever directly in
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* addition to using an SDL_Renderer.
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*
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* This is for a very-specific case: if you are using SDL's render API, you
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* asked for a specific renderer backend (OpenGL, Direct3D, etc), you set
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* SDL_HINT_RENDER_BATCHING to "1", and you plan to make OpenGL/D3D/whatever
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* calls in addition to SDL render API calls. If all of this applies, you
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* should call SDL_RenderFlush() between calls to SDL's render API and the
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* low-level API you're using in cooperation.
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* This is for a very-specific case: if you are using SDL's render API, and
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* you plan to make OpenGL/D3D/whatever calls in addition to SDL render API
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* calls. If this applies, you should call SDL_RenderFlush() between calls to
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* SDL's render API and the low-level API you're using in cooperation.
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*
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* In all other cases, you can ignore this function. This is only here to get
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* maximum performance out of a specific situation. In all other cases, SDL
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* will do the right thing, perhaps at a performance loss.
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*
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* This function is first available in SDL 2.0.10, and is not needed in 2.0.9
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* and earlier, as earlier versions did not queue rendering commands at all,
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* instead flushing them to the OS immediately.
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* In all other cases, you can ignore this function.
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*
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* \param renderer the rendering context
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* \returns 0 on success or a negative error code on failure; call
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