pionere
pionere
1. solve FIXMEs in SDL_GetDisplayBounds and SDL_GetDisplayUsableBounds by returning SDL_InvalidParamError("rect") in case rect is NULL 2. consistently check against __ANDROID__ (instead of ANDROID) 3. add SDL_ContextNotSupported to create error message...
I'm using SDL2 in a game with optional VSYNC. This works fine and runs on my PC with about 10% cpu usage fullscreen/windowed mode. This changes however when the application...
- use sar (shr?) instead of dec/sub - use sar (shr?) instead of (optimized) idiv - check against zero only at one place - use pixel_copy_increment4 only once