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Sync SDL3 wiki -> header
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@ -2053,8 +2053,8 @@ extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer);
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*
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* This means you do not need to save state in your rendering code to protect
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* the SDL renderer. However, there lots of arbitrary pieces of Direct3D and
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* OpenGL state that can confuse things; you should use your best judgment
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* and be prepared to make changes if specific state needs to be protected.
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* OpenGL state that can confuse things; you should use your best judgment and
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* be prepared to make changes if specific state needs to be protected.
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*
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* \param renderer the rendering context.
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* \returns 0 on success or a negative error code on failure; call
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