Sync SDL3 wiki -> header
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@@ -56,7 +56,7 @@
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* Rendering can happen to a texture (what other APIs call a "render target")
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* Rendering can happen to a texture (what other APIs call a "render target")
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* or it can happen to the swapchain texture (which is just a special texture
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* or it can happen to the swapchain texture (which is just a special texture
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* that represents a window's contents). The app can use
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* that represents a window's contents). The app can use
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* SDL_AcquireGPUSwapchainTexture() to render to the window.
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* SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window.
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*
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*
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* Rendering actually happens in a Render Pass, which is encoded into a
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* Rendering actually happens in a Render Pass, which is encoded into a
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* command buffer. One can encode multiple render passes (or alternate between
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* command buffer. One can encode multiple render passes (or alternate between
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