In SDL, lets say I'm rendering text to a surface. Then I blit it with the scene's main surface to form a composite image to flip.
I get the text surface into a class-level member called 'messageSurface':
messageSurface = TTF_RenderText_Solid( ..... );
So, do I have to call
on every loop to prevent memory leaks? Or will SDL "reuse" the old surface the next time around?