graph
- The YV12 image isn't w*h*2, it's actually w*h + w*h/4 + w*h/42011-02-12, by Sam Lantinga
- Fixed a crash caused by the 1.2 code path getting a YV12 texture. :)2011-02-12, by Sam Lantinga
- Only expose the OpenGL flag to SDL 1.2 if it was requested.2011-02-12, by Sam Lantinga
- Removed private API use that was causing AppStore rejection2011-02-12, by Sam Lantinga
- Ah there, that fixed it. :)2011-02-12, by Sam Lantinga
- Initial pass at shader YV12 support - doesn't quite work yet.2011-02-12, by Sam Lantinga
- Fixed SSE4 detection, and split it into SSE 4.1 and 4.22011-02-11, by Sam Lantinga
- Happy 2011! :)2011-02-11, by Sam Lantinga
- There is only one width and height for the window. If those are changed during the course of a fullscreen mode change, then they'll stay that size when returning to windowed mode.2011-02-11, by Sam Lantinga
- itsnotabigtruck has given me permission to replace the license for his contribution.2011-02-11, by Sam Lantinga
- Updated CPU detection code for SSE3 and SSE4 and removed obsolete 3DNow! and Altivec support.2011-02-11, by Sam Lantinga
- More removal of leak code.2011-02-11, by Sam Lantinga
- Finished removing unused leak detection code.2011-02-11, by Sam Lantinga
- Removed unused leak detection code.2011-02-11, by Sam Lantinga
- Cleaned up the file a bit for tutorial viewing2011-02-11, by Sam Lantinga
- Added a very simple example of texture streaming2011-02-11, by Sam Lantinga
- Fixed creating the window on Mac OS X.2011-02-11, by Sam Lantinga
- Fixed error check2011-02-11, by Sam Lantinga
- Fixed compile in Xcode2011-02-11, by Sam Lantinga
- Fixed compiling on Windows2011-02-11, by Sam Lantinga
- Mostly fixed fullscreen mode on Mac OS X, and you can toggle it on and off.2011-02-11, by Sam Lantinga
- Fixed cocoa trying to shuffling windows when going fullscreen on the main display.2011-02-10, by Sam Lantinga
- Allow windows to be created on non-primary displays.2011-02-10, by Sam Lantinga
- Window coordinates are in the global space and windows are not tied to a particular display.2011-02-10, by Sam Lantinga
- Fixed line endings - in Mercurial they're \n2011-02-10, by Sam Lantinga
- Be explicit about what display you're querying. The default display is 0.2011-02-10, by Sam Lantinga
- Removed gamma support since it wasn't widely used and not well supported.2011-02-10, by Sam Lantinga
- Better window parameter checking2011-02-10, by Sam Lantinga
- Surfaces aren't in hardware memory anymore!2011-02-10, by Sam Lantinga
- Added a scaling test program2011-02-09, by Sam Lantinga
- Updated Xcode project with OpenGL shader files2011-02-09, by Sam Lantinga
- Fixed compiling on Windows2011-02-09, by Sam Lantinga
- Fixed crash when shaders aren't available.2011-02-09, by Sam Lantinga
- Fixed crash when shaders are not supported2011-02-09, by Sam Lantinga
- Added a way to replace the default logging mechanism2011-02-08, by Sam Lantinga
- Added the ability to turn on logging output to the test programs2011-02-08, by Sam Lantinga
- Added a hint to control whether the OpenGL driver uses shaders.2011-02-08, by Sam Lantinga
- Added a simple GLSL example using SDL2011-02-08, by Sam Lantinga
- Made the shaders easier to debug when they don't compile2011-02-08, by Sam Lantinga
- Fixed the shaders (needed to use texture2DRect) - thanks Ryan!2011-02-08, by Sam Lantinga
- Fixed setting the texture unit, still doesn't work.2011-02-08, by Sam Lantinga
- Beginning of a framework for OpenGL shaders2011-02-08, by Sam Lantinga
- Reduce duplicated code in the texture update code paths2011-02-08, by Sam Lantinga
- Made it possible to disable the rendering subsystem with configure --disable-render2011-02-08, by Sam Lantinga
- It's now possible to disable the fast atomic operations, at a huge performance penalty.2011-02-07, by Sam Lantinga
- Added function SDL_RenderSetClipRect()2011-02-07, by Sam Lantinga
- Fixed stack overflow on Windows2011-02-07, by Sam Lantinga
- Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.2011-02-07, by Sam Lantinga
- Added a simple log message API2011-02-07, by Sam Lantinga
- Renamed SDL_Key to SDL_Keycode to clarify terminology.2011-02-07, by Sam Lantinga
- Renamed SDLKey and SDLMod for consistency2011-02-07, by Sam Lantinga
- Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased.2011-02-07, by Sam Lantinga
- Create an OpenGL 1.1 context by default, if available.2011-02-07, by Sam Lantinga
- Updated testoverlay2 to use the SDL 2D rendering API2011-02-07, by Sam Lantinga
- Removed obsolete file2011-02-07, by Sam Lantinga
- removed sail.bmp from Xcode project2011-02-06, by Eric Wing <ewing . public |-at-| gmail . com>
- merged2011-02-06, by Eric Wing <ewing . public |-at-| gmail . com>
- You don't need to copy the pixels into the streaming texture's pixel data. This behavior is defined specifically to optimize the UpdateTexture path.2011-02-06, by Sam Lantinga
- OpenGL ES 2.0 rendering LIVES!2011-02-06, by Sam Lantinga
- Fixed compiling source shaders2011-02-06, by Sam Lantinga