Mercurial > sdl-ios-xcode
comparison TODO @ 2960:91708bc14aab
It's probably not worth pushing palettized textures. The memory optimization
isn't worth the effort on modern hardware with the sorts of games that would
be using the SDL 1.3 texture API.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 02 Jan 2009 09:27:36 +0000 |
parents | 5c60d1c100b6 |
children | 5066298aa82a |
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2959:5c60d1c100b6 | 2960:91708bc14aab |
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4 * Implement YUV texture support | 4 * Implement YUV texture support |
5 - in progress, software support is done, Ryan is working on OpenGL shaders | 5 - in progress, software support is done, Ryan is working on OpenGL shaders |
6 * Implement desktop video mode change notification? | 6 * Implement desktop video mode change notification? |
7 * Implement icon support (with translucency?) | 7 * Implement icon support (with translucency?) |
8 * Remove <= 8-bit palettized display support | 8 * Remove <= 8-bit palettized display support |
9 * See if we can add real alpha to the palette entries | |
10 * Add diagonal line clipping to SDL_IntersectRectAndLine() | 9 * Add diagonal line clipping to SDL_IntersectRectAndLine() |
11 * Add OpenGL 3.0 context support | 10 * Add OpenGL 3.0 context support |
12 * Verify mouse grab support | 11 * Verify mouse grab support |
13 * Properly handle mouse grab with Vista DPI scaling | 12 * Properly handle mouse grab with Vista DPI scaling |
14 * Make sure the mouse is where it's supposed to be when un-grabbed | 13 * Make sure the mouse is where it's supposed to be when un-grabbed |