Clarified that the renderer should be destroyed before the window
I didn't add a note to SDL_DestroyWindow() because we actually protect against this case now, but it's useful information to know conceptually when working with the renderer.
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@@ -2007,10 +2007,9 @@ extern SDL_DECLSPEC int SDLCALL SDL_RenderPresent(SDL_Renderer *renderer);
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extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture);
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/**
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* Destroy the rendering context for a window and free associated textures.
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* Destroy the rendering context for a window and free all associated textures.
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*
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* If `renderer` is NULL, this function will return immediately after setting
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* the SDL error message to "Invalid renderer". See SDL_GetError().
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* This should be called before destroying the associated window.
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*
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* \param renderer the rendering context.
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*
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