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authorErik Kundiman <erik@megapahit.org>2024-06-22 14:26:04 +0800
committerErik Kundiman <erik@megapahit.org>2024-11-04 13:27:56 +0800
commit1bdd63125cd9d4bfb6a922bb619b547789942359 (patch)
treebc4282207b136a48ee938803ae3097639bfb9778 /indra/llwindow/llwindowsdl.h
parent07df1ac59eca083ca01e230b629d4d67085114bc (diff)
Fix core profile set not taking effect on SDL2
From https://wiki.libsdl.org/SDL2/MigrationGuide "So now that your window is back on the screen, let's talk strategy. SDL2 still has SDL_Surface, but what you want, if possible, is the new SDL_Texture. Surfaces are always in system RAM now, and are always operated on by the CPU, so we want to get away from there. SDL2 has a new rendering API. It's meant for use by simple 2D games, but most notably, it's meant to get all that software rendering into video RAM and onto the GPU. And even if you just want to use it to get your software renderer's work to the screen, it brings some very nice benefits: if possible, it will use OpenGL or Direct3D behind the scenes, which means you'll get faster blits, a working Steam Overlay, and scaling for free."
Diffstat (limited to 'indra/llwindow/llwindowsdl.h')
-rw-r--r--indra/llwindow/llwindowsdl.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/indra/llwindow/llwindowsdl.h b/indra/llwindow/llwindowsdl.h
index 5ab90614ec..13592b991c 100644
--- a/indra/llwindow/llwindowsdl.h
+++ b/indra/llwindow/llwindowsdl.h
@@ -222,7 +222,6 @@ protected:
U32 mGrabbyKeyFlags = 0;
SDL_Window *mWindow = nullptr;
- SDL_Surface *mSurface;
SDL_GLContext mContext;
SDL_Cursor *mSDLCursors[UI_CURSOR_COUNT];