On Fri, Jun 16, 2023 at 01:52:27PM +0200, Julian Andres Klode wrote:
> So all we did with the surface in SDL1 was split into window,
> surface, renderer, and texture. Instead of drawing into the
> surface and then flipping, you build your pixels, then update
> a texture, and then copy the texture t
On Fri, Jun 16, 2023 at 01:52:27PM +0200, Julian Andres Klode wrote:
> So all we did with the surface in SDL1 was split into window,
> surface, renderer, and texture. Instead of drawing into the
> surface and then flipping, you build your pixels, then update
> a texture, and then copy the texture t
So all we did with the surface in SDL1 was split into window,
surface, renderer, and texture. Instead of drawing into the
surface and then flipping, you build your pixels, then update
a texture, and then copy the texture to the renderer.
Here we use an empty RGB surface to hold our Pixels, which e