From ab98d51b9fa48c606a2940150d650c11b9252e9c Mon Sep 17 00:00:00 2001 From: SDL Wiki Bot Date: Wed, 19 Jun 2024 14:15:46 +0000 Subject: [PATCH] Sync SDL3 wiki -> header --- include/SDL3/SDL_render.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/include/SDL3/SDL_render.h b/include/SDL3/SDL_render.h index 103bf7f2b..063945365 100644 --- a/include/SDL3/SDL_render.h +++ b/include/SDL3/SDL_render.h @@ -2053,8 +2053,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer); * * This means you do not need to save state in your rendering code to protect * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and - * OpenGL state that can confuse things; you should use your best judgment - * and be prepared to make changes if specific state needs to be protected. + * OpenGL state that can confuse things; you should use your best judgment and + * be prepared to make changes if specific state needs to be protected. * * \param renderer the rendering context. * \returns 0 on success or a negative error code on failure; call