[fpc-pascal] SDL 2.xx
vmst at golden.net
Tue Feb 3 16:20:46 CET 2015
Threading SDL 2.03 is not particularly difficult if you observe the rules
that a texture/renderer must reside in the same thread that created the
window and (it appears) there is only one event (which as you mentioned
makes sense) , and in my case the event handler is in a thread.
SDL 2.03 has some very nice features which were not available in SDL 1.xx
such as TEXTURE.
I noticed quite a few posts on different forums asking how to do animation ,
and several posts mentioned that an early version of Doom had used SDL 1.xx
to blit multiple surfaces to create the animation effects.
One method of extremely fast animation is to use the example here as the
basis. Although the example is not animation the underlying use of CPU
memory and textures is 100% applicable to animation.
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