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SDL_BlitSurface and OpenGL

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To my surprise I just found out that you shouldn't call SDL_BlitSurface or any other pixel manipulating functions if you use SDL to create your OpenGL context. I've been doing this for quite some time, when I render text I blit it to a power of two surface after rendering with SDL_TTF, then build a GL texture from it. It seems to be working so what's wrong with doing it? Does anyone have any info on what functions I shouldn't call, or why exactly some SDL functions shouldn't be called?

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