diff --git a/include/SDL3/SDL_gpu.h b/include/SDL3/SDL_gpu.h index f2fc1bf6de..3d48163607 100644 --- a/include/SDL3/SDL_gpu.h +++ b/include/SDL3/SDL_gpu.h @@ -56,7 +56,7 @@ * Rendering can happen to a texture (what other APIs call a "render target") * or it can happen to the swapchain texture (which is just a special texture * that represents a window's contents). The app can use - * SDL_AcquireGPUSwapchainTexture() to render to the window. + * SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window. * * Rendering actually happens in a Render Pass, which is encoded into a * command buffer. One can encode multiple render passes (or alternate between