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Use SDL_RendererFlags in the API (thanks @Sackzement!)
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@@ -138,7 +138,7 @@ SDL_DYNAPI_PROC(SDL_PixelFormat*,SDL_CreatePixelFormat,(SDL_PixelFormatEnum a),(
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SDL_DYNAPI_PROC(SDL_Window*,SDL_CreatePopupWindow,(SDL_Window *a, int b, int c, int d, int e, Uint32 f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(SDL_PropertiesID,SDL_CreateProperties,(void),(),return)
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SDL_DYNAPI_PROC(SDL_RWLock*,SDL_CreateRWLock,(void),(),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRenderer,(SDL_Window *a, const char *b, Uint32 c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRenderer,(SDL_Window *a, const char *b, SDL_RendererFlags c),(a,b,c),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateRendererWithProperties,(SDL_PropertiesID a),(a),return)
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SDL_DYNAPI_PROC(SDL_Semaphore*,SDL_CreateSemaphore,(Uint32 a),(a),return)
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SDL_DYNAPI_PROC(SDL_Renderer*,SDL_CreateSoftwareRenderer,(SDL_Surface *a),(a),return)
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@@ -1113,7 +1113,7 @@ error:
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#endif
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}
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SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 flags)
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SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, SDL_RendererFlags flags)
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{
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SDL_Renderer *renderer;
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SDL_PropertiesID props = SDL_CreateProperties();
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