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Don't try to enumerate possible texture failure reasons.
This can cause misunderstanding about how texture creation works, as seen in https://github.com/libsdl-org/SDL/issues/9504. Instead let people check the error for more information on why creation may have failed.
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@@ -533,9 +533,8 @@ extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *re
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* \param access one of the enumerated values in SDL_TextureAccess.
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* \param w the width of the texture in pixels.
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* \param h the height of the texture in pixels.
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* \returns a pointer to the created texture or NULL if no rendering context
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* was active, the format was unsupported, or the width or height
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* were out of range; call SDL_GetError() for more information.
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* \returns the created texture or NULL on failure; call SDL_GetError() for
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* more information.
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*
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* \threadsafety This function should only be called on the main thread.
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*
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@@ -673,9 +672,8 @@ extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Rende
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*
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* \param renderer the rendering context.
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* \param props the properties to use.
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* \returns a pointer to the created texture or NULL if no rendering context
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* was active, the format was unsupported, or the width or height
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* were out of range; call SDL_GetError() for more information.
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* \returns the created texture or NULL on failure; call SDL_GetError() for
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* more information.
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*
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* \threadsafety This function should only be called on the main thread.
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*
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