Sync SDL3 wiki -> header

This commit is contained in:
SDL Wiki Bot
2024-10-04 20:23:29 +00:00
parent c25423b94c
commit a3413e050b
2 changed files with 16 additions and 15 deletions

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@@ -28,18 +28,18 @@
* Almost everything can simply call SDL_Init() near startup, with a handful
* of flags to specify subsystems to touch. These are here to make sure SDL
* does not even attempt to touch low-level pieces of the operating system
* that you don't intend to use. For example, you might be using SDL for
* video and input but chose an external library for audio, and in this case
* you would just need to leave off the `SDL_INIT_AUDIO` flag to make sure
* that external library has complete control.
* that you don't intend to use. For example, you might be using SDL for video
* and input but chose an external library for audio, and in this case you
* would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that
* external library has complete control.
*
* Most apps, when terminating, should call SDL_Quit(). This will clean up
* (nearly) everything that SDL might have allocated, and crucially, it'll
* make sure that the display's resolution is back to what the user expects
* if you had previously changed it for your game.
* make sure that the display's resolution is back to what the user expects if
* you had previously changed it for your game.
*
* SDL3 apps are strongly encouraged to call SDL_SetAppMetadata at startup
* to fill in details about the program. This is completely optional, but it
* SDL3 apps are strongly encouraged to call SDL_SetAppMetadata at startup to
* fill in details about the program. This is completely optional, but it
* helps in small ways (we can provide an About dialog box for the macOS menu,
* we can name the app in the system's audio mixer, etc). Those that want to
* provide a _lot_ of information should look at the more-detailed

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@@ -29,13 +29,14 @@
* interacting with a window.
*
* The video subsystem is also interested in abstracting away some
* platform-specific differences in OpenGL: context creation, swapping buffers,
* etc. This may be crucial to your app, but also you are not required to use
* OpenGL at all.
* In fact, SDL can provide rendering to those windows as well, either with an
* easy-to-use [2D API](https://wiki.libsdl.org/SDL3/CategoryRender)
* or with a more-powerful [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU).
* Of course, it can simply get out of your way and give you the window
* platform-specific differences in OpenGL: context creation, swapping
* buffers, etc. This may be crucial to your app, but also you are not
* required to use OpenGL at all. In fact, SDL can provide rendering to those
* windows as well, either with an easy-to-use
* [2D API](https://wiki.libsdl.org/SDL3/CategoryRender)
* or with a more-powerful
* [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU)
* . Of course, it can simply get out of your way and give you the window
* handles you need to use Vulkan, Direct3D, Metal, or whatever else you like
* directly, too.
*