Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404438
This commit is contained in:
Sam Lantinga 2010-01-21 06:21:52 +00:00
parent d7496843fc
commit a0e019f786
73 changed files with 854 additions and 1068 deletions

View file

@ -363,8 +363,7 @@ initializeTexture()
int
main(int argc, char *argv[])
{
SDL_WindowID windowID; /* ID of main window */
SDL_Window *window; /* main window */
Uint32 startFrame; /* time frame began to process */
Uint32 endFrame; /* time frame ended processing */
Uint32 delay; /* time to pause waiting to draw next frame */
@ -389,10 +388,10 @@ main(int argc, char *argv[])
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
/* create main window and renderer */
windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
window = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN |
SDL_WINDOW_BORDERLESS);
SDL_CreateRenderer(windowID, 0, 0);
SDL_CreateRenderer(window, 0, 0);
/* load the particle texture */
initializeTexture();