diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h index 85559fad27..25afa920fa 100644 --- a/include/SDL3/SDL_render.h +++ b/include/SDL3/SDL_render.h @@ -122,7 +122,7 @@ typedef enum SDL_RendererLogicalPresentation { SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */ SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */ - SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */ + SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with the clear color */ SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */ SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */ } SDL_RendererLogicalPresentation; @@ -1445,14 +1445,6 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *rend * specific dimensions but to make fonts look sharp, the app turns off logical * presentation while drawing text, for example. * - * For the renderer's window, letterboxing is drawn into the framebuffer if - * logical presentation is enabled during SDL_RenderPresent; be sure to - * reenable it before presenting if you were toggling it, otherwise the - * letterbox areas might have artifacts from previous frames (or artifacts - * from external overlays, etc). Letterboxing is never drawn into texture - * render targets; be sure to call SDL_RenderClear() before drawing into the - * texture so the letterboxing areas are cleared, if appropriate. - * * You can convert coordinates in an event into rendering coordinates using * SDL_ConvertEventToRenderCoordinates(). *