Fixes bug 1696, thanks Paul Geerts!
Also adds a bit of information about asset loading on Android.
This commit is contained in:
parent
a971c6b291
commit
09cbdb12c9
2 changed files with 15 additions and 0 deletions
|
@ -138,6 +138,18 @@ SDL_AndroidGetExternalStoragePath()
|
|||
|
||||
See SDL_system.h for more details on these functions.
|
||||
|
||||
The asset packaging system will, by default, compress certain file extensions.
|
||||
SDL includes two asset file access mechanisms, the preferred one is the so
|
||||
called "File Descriptor" method, which is faster and doesn't involve the Dalvik
|
||||
GC, but given this method does not work on compressed assets, there is also the
|
||||
"Input Stream" method, which is automatically used as a fall back by SDL. You
|
||||
may want to keep this fact in mind when building your APK, specially when large
|
||||
files are involved.
|
||||
For more information on which extensions get compressed by default and how to
|
||||
disable this behaviour, see for example:
|
||||
|
||||
http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
|
||||
|
||||
================================================================================
|
||||
Pause / Resume behaviour
|
||||
================================================================================
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue