diff --git a/docs/README-migration.md b/docs/README-migration.md index 19b30414b8..291037df0f 100644 --- a/docs/README-migration.md +++ b/docs/README-migration.md @@ -698,6 +698,8 @@ which index is the "opengl" or whatnot driver, you can just pass that string dir here, now. Passing NULL is the same as passing -1 here in SDL2, to signify you want SDL to decide for you. +The SDL_RENDERER_TARGETTEXTURE flag has been removed, all current renderers support target texture functionality. + When a renderer is created, it will automatically set the logical size to the size of the window in points. For high DPI displays, this will set up scaling from points to pixels. You can disable this scaling with: diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h index 61f47a5a0f..f281f313fb 100644 --- a/include/SDL3/SDL_render.h +++ b/include/SDL3/SDL_render.h @@ -778,10 +778,6 @@ extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture); /** * Set a texture as the current rendering target. * - * Before using this function, you should check the - * `SDL_RENDERER_TARGETTEXTURE` bit in the flags of SDL_RendererInfo to see if - * render targets are supported. - * * The default render target is the window for which the renderer was created. * To stop rendering to a texture and render to the window again, call this * function with a NULL `texture`.