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Sync SDL3 wiki -> header
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@@ -28,18 +28,18 @@
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* Almost everything can simply call SDL_Init() near startup, with a handful
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* of flags to specify subsystems to touch. These are here to make sure SDL
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* does not even attempt to touch low-level pieces of the operating system
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* that you don't intend to use. For example, you might be using SDL for
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* video and input but chose an external library for audio, and in this case
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* you would just need to leave off the `SDL_INIT_AUDIO` flag to make sure
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* that external library has complete control.
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* that you don't intend to use. For example, you might be using SDL for video
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* and input but chose an external library for audio, and in this case you
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* would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that
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* external library has complete control.
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*
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* Most apps, when terminating, should call SDL_Quit(). This will clean up
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* (nearly) everything that SDL might have allocated, and crucially, it'll
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* make sure that the display's resolution is back to what the user expects
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* if you had previously changed it for your game.
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* make sure that the display's resolution is back to what the user expects if
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* you had previously changed it for your game.
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*
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* SDL3 apps are strongly encouraged to call SDL_SetAppMetadata at startup
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* to fill in details about the program. This is completely optional, but it
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* SDL3 apps are strongly encouraged to call SDL_SetAppMetadata at startup to
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* fill in details about the program. This is completely optional, but it
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* helps in small ways (we can provide an About dialog box for the macOS menu,
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* we can name the app in the system's audio mixer, etc). Those that want to
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* provide a _lot_ of information should look at the more-detailed
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@@ -29,13 +29,14 @@
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* interacting with a window.
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*
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* The video subsystem is also interested in abstracting away some
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* platform-specific differences in OpenGL: context creation, swapping buffers,
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* etc. This may be crucial to your app, but also you are not required to use
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* OpenGL at all.
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* In fact, SDL can provide rendering to those windows as well, either with an
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* easy-to-use [2D API](https://wiki.libsdl.org/SDL3/CategoryRender)
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* or with a more-powerful [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU).
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* Of course, it can simply get out of your way and give you the window
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* platform-specific differences in OpenGL: context creation, swapping
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* buffers, etc. This may be crucial to your app, but also you are not
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* required to use OpenGL at all. In fact, SDL can provide rendering to those
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* windows as well, either with an easy-to-use
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* [2D API](https://wiki.libsdl.org/SDL3/CategoryRender)
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* or with a more-powerful
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* [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU)
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* . Of course, it can simply get out of your way and give you the window
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* handles you need to use Vulkan, Direct3D, Metal, or whatever else you like
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* directly, too.
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*
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