Note that if app isn't updating whole buffer each frame, it will glitch.
This is the same as specifying SDL_DOUBLEBUF to SDL_SetVideoMode.
+SDL_OMAP_FORCE_DIRECTBUF:
+ When double buffering is not used, this option forces all blits to go
+ directly to the framebuffer (SDL_UpdateRect[s]() has no effect), which will
+ give speed but may cause flickering. Otherwise all blits will go to offscreen
+ buffer and SDL_UpdateRect[s]() is needed to update the screen (this is how
+ standard SDL works too).
+ When double buffering is used, this option has no effect (all blits always
+ go to back buffer that's displayed after flip).
+
SDL_OMAP_NO_TS_TRANSLATE:
Disable automatic touchscreen screen -> layer coordinate translation,
return real screen coordinates.
# same as SDL_OMAP_FORCE_DOUBLEBUF
force_doublebuf = 1/0
+# same as SDL_OMAP_FORCE_DIRECTBUF
+force_directbuf = 1/0
+
# same as SDL_OMAP_NO_TS_TRANSLATE
no_ts_translate = 1/0