Surfaces aren't in hardware memory anymore!
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@ -434,22 +434,6 @@ extern DECLSPEC int SDLCALL SDL_FillRects
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source colour key.
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source colour key.
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\endverbatim
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\endverbatim
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*
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*
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* If either of the surfaces were in video memory, and the blit returns -2,
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* the video memory was lost, so it should be reloaded with artwork and
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* re-blitted:
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* @code
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* while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
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* while ( SDL_LockSurface(image) < 0 )
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* Sleep(10);
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* -- Write image pixels to image->pixels --
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* SDL_UnlockSurface(image);
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* }
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* @endcode
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*
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* This happens under DirectX 5.0 when the system switches away from your
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* fullscreen application. The lock will also fail until you have access
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* to the video memory again.
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*
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* You should call SDL_BlitSurface() unless you know exactly how SDL
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* You should call SDL_BlitSurface() unless you know exactly how SDL
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* blitting works internally and how to use the other blit functions.
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* blitting works internally and how to use the other blit functions.
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*/
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*/
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