P
Paolo Mazzon
Guest
I understand that in Gamemaker, you must check that a surfaces exists before drawing it because if you minimize the window or something, it could be wiped from vram; but why?
For a while now I've been working with SFML and SDL2 (Both of which use OpenGL (No, I did not use SDL2 software rendering.)) and when using it, I noticed that when I make a texture in vram (Not software surface), I can draw to it all I like and know for a fact it will be there until the end of execution.
Why is it that Gamemaker's surfaces which are also in vram (as the documentation states) is high risk for being destroyed?
For a while now I've been working with SFML and SDL2 (Both of which use OpenGL (No, I did not use SDL2 software rendering.)) and when using it, I noticed that when I make a texture in vram (Not software surface), I can draw to it all I like and know for a fact it will be there until the end of execution.
Why is it that Gamemaker's surfaces which are also in vram (as the documentation states) is high risk for being destroyed?