graph
- 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
- Whoops, duplicate case2011-02-06, by Sam Lantinga
- At least allow returning the values that were set.2011-02-06, by Sam Lantinga
- Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS2011-02-06, by Sam Lantinga
- Updated the iPhone demos for the new API2011-02-06, by Sam Lantinga
- Since we changed the API entirely, just remove the old function names2011-02-06, by Sam Lantinga
- Fixed crash when binary shaders are not available.2011-02-06, by Sam Lantinga
- Updated Xcode project with moved and removed files2011-02-06, by Sam Lantinga
- Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h2011-02-06, by Sam Lantinga
- Minor consistency cleanup and documentation link update.2011-02-06, by Sam Lantinga
- Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.2011-02-06, by Sam Lantinga
- Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck2011-02-06, by Sam Lantinga
- Created a simpler version of SDL_SetHint() that doesn't need a priority.2011-02-05, by Sam Lantinga
- Updated the DirectFB support, from Couriersud2011-02-05, by Sam Lantinga
- Updated Mac OS X and iOS projects2011-02-05, by Sam Lantinga
- Fixed compiling the automated test2011-02-05, by Sam Lantinga
- Updated projects2011-02-05, by Sam Lantinga
- Renamed files for consistency2011-02-05, by Sam Lantinga
- Fixed newlines2011-02-05, by Sam Lantinga
- Updated Visual Studio 2010 project2011-02-04, by Sam Lantinga
- Added the SDL_HINT_RENDER_DRIVER and SDL_HINT_RENDER_VSYNC hints.2011-02-05, by Sam Lantinga
- Allow SDL_HINT_FRAMEBUFFER_ACCELERATION to specify the renderer to use.2011-02-05, by Sam Lantinga
- Added a hint to determine whether framebuffer texture acceleration should be used, and added default behaviors for the various platforms.2011-02-05, by Sam Lantinga
- Added a hint system to allow configuration hints to be specified by the application.2011-02-05, by Sam Lantinga
- Removed execute permissions on source files.2011-02-05, by Sam Lantinga
- Fixed permissions on the Android config header.2011-02-05, by Sam Lantinga
- Updated the name of the Direct3D renderer.2011-02-05, by Sam Lantinga
- Allow resizing of testsprite2011-02-04, by Sam Lantinga
- Restored SDL_BLENDMODE_MOD for MAME2011-02-04, by Sam Lantinga
- Removed a bunch of X11 support that we no longer need.2011-02-04, by Sam Lantinga
- Added the X11 framebuffer implementation. Simple! :)2011-02-04, by Sam Lantinga
- The format detection code works better with 555 and 565 pixel formats2011-02-04, by Sam Lantinga
- SDL_SetTextureBlendMode broken, caught by Kai Sterker - Thanks!2011-02-05, by Sam Lantinga
- These aren't executable files. :)2011-02-04, by Sam Lantinga
- Fixed compiling on Windows CE2011-02-04, by Sam Lantinga
- Removed missing file2011-02-04, by Sam Lantinga
- Use the exact format of the window if possible, for speed.2011-02-04, by Sam Lantinga
- Added the Windows framebuffer implementation.2011-02-04, by Sam Lantinga
- Don't free the surface since the application might be still using it.2011-02-04, by Sam Lantinga
- Standardized on using the managed texture pool.2011-02-04, by Sam Lantinga
- Don't free the surface since the application might be still using it.2011-02-04, by Sam Lantinga
- Removed unused variables2011-02-04, by Sam Lantinga
- Fixed compile errorSDL-1.2 2011-02-04, by Sam Lantinga
- Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.2011-02-03, by Sam Lantinga
- Fixed recursion crash when setting SDL_VIDEO_RENDERER=software2011-02-03, by Sam Lantinga
- Fixed crash if SDL_VideoDriverName() is passed a NULL namebuf2011-02-03, by Sam Lantinga
- Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface.2011-02-03, by Sam Lantinga
- Extended SDL_SetWindowData() to allow arbitrary named values.2011-02-03, by Sam Lantinga
- Added an intro to the features and goals of the 2D rendering API.2011-02-03, by Sam Lantinga
- Making the API simpler, moved the surface drawing functions to the software renderer.2011-02-03, by Sam Lantinga
- Updated for API changes2011-02-03, by Sam Lantinga
- Fixed building for Android2011-02-03, by Sam Lantinga
- Re-ordered platforms based on frequency2011-02-03, by Sam Lantinga
- Create the video texture based on the available texture formats, not the backbuffer format.2011-02-03, by Sam Lantinga
- Simplified and improved the process of creating a texture from a surface.2011-02-03, by Sam Lantinga
- Making the API simpler, removed the writepixels interface2011-02-03, by Sam Lantinga
- Made it possible to create a texture of any format, even if not supported by the renderer.2011-02-03, by Sam Lantinga
- Fixed compiling on Windows2011-02-02, by Sam Lantinga
- Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library.2011-02-02, by Sam Lantinga
- Fixed compiling with the latest API changes2011-02-02, by Sam Lantinga
- Removing Visual Studio projects for testpalette2011-02-01, by Sam Lantinga
- SDL doesn't actually support the physical/logical palette split anymore.2011-02-01, by Sam Lantinga
- Nobody is currently maintaining the QNX code, so removing it for now.2011-02-01, by Sam Lantinga
- Making the API simpler, removed support for palettized video modes and textures.2011-02-01, by Sam Lantinga
- The DrawRect API is implemented using lines2011-02-01, by Sam Lantinga
- The rendering functions take a context so it's clear what window they're drawing to. This also potentially opens to the door to multi-threaded rendering in the future.2011-02-01, by Sam Lantinga
- Added functions to watch events as they go through the event queue.2011-02-01, by Sam Lantinga
- Split the rendering API out into a separate header file.2011-02-01, by Sam Lantinga
- The renderers always support texture modulation and blend modes.2011-02-01, by Sam Lantinga
- Renumbered the renderer flags2011-02-01, by Sam Lantinga