I did see in the wiki for porting, a method to use the read-access of surface, yet copies into an existing texture. Meaning you don't do the slow createTextureFromSurface() every frame.
I'd paste it but I can't on my phone. -- Monkey On Aug 13, 2013, at 1:47 AM, Andrew Barlow <andrew.bar...@gmail.com> wrote: > Awesome! I hope we end up with a nice wrapper around previous pygame code so > I don't have to rewrite everything! > > I'd even pay good money for that! > > On 13 August 2013 09:37, René Dudfield <ren...@gmail.com> wrote: > Happy days... > > > SDL 2.0 is released! > > http://lists.libsdl.org/pipermail/sdl-libsdl.org/2013-August/089854.html > > """ > These are the most important new features in SDL 2.0: > > - Full 3D hardware acceleration > - Support for OpenGL 3.0+ in various profiles (core, compatibility, > debug, robust, etc) > - Support for OpenGL ES > - Support for multiple windows > - Support for multiple displays > - Support for multiple audio devices > - Android and iOS support > - Simple 2D rendering API that can use Direct3D, OpenGL, OpenGL ES, or > software rendering behind the scenes > - Force Feedback available on Windows, Mac OS X and Linux > - XInput and XAudio2 support for Windows > - Atomic operations > - Power management (exposes battery life remaining, etc) > - Shaped windows > - 32-bit audio (int and float) > - Simplified Game Controller API (the Joystick API is still here, too!) > - Touch support (multitouch, gestures, etc) > - Better fullscreen support > - Better keyboard support (scancodes vs keycodes, etc). > - Message boxes > - Clipboard support > - Basic Drag'n'Drop support > - Proper unicode input and IME support > - A really powerful assert macro > - Lots of old annoyances from 1.2 are gone > - Many other things! > """ >