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53 Notes -- OpenGL ES |
53 Notes -- OpenGL ES |
54 ============================================================================== |
54 ============================================================================== |
55 |
55 |
56 Your SDL application for iPhone uses OpenGL ES for video by default. |
56 Your SDL application for iPhone uses OpenGL ES for video by default. |
57 |
57 |
58 OpenGL ES for iPhone supports two display pixel formats, RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute. |
58 OpenGL ES for iPhone supports several display pixel formats, such as RGBA8 and RGB565, which provide a 32 bit and 16 bit color buffer respectively. By default, the implementation uses RGB565, but you may use RGBA8 by setting each color component to 8 bits in SDL_GL_SetAttribute. |
59 |
59 |
60 If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0. |
60 If your application doesn't use OpenGL's depth buffer, you may find significant performance improvement by setting SDL_GL_DEPTH_SIZE to 0. |
61 |
61 |
62 Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1. |
62 Finally, if your application completely redraws the screen each frame, you may find significant performance improvement by setting the attribute SDL_GL_RETAINED_BACKING to 1. |
63 |
63 |