log src/video/SDL_renderer_gl.c @ 5142:57851a238c8f

age author description
Mon, 31 Jan 2011 22:44:43 -0800 Sam Lantinga Making the API simpler, scaling is always defined as linear interpolation and should be supported as much as possible on all renderers.
Mon, 24 Jan 2011 15:46:11 -0800 Sam Lantinga Fixed compiling on Windows Mobile SDK 5.0 with Visual Studio 2008
Thu, 20 Jan 2011 18:04:05 -0800 Sam Lantinga Fixed bug #925
Wed, 12 Jan 2011 19:33:04 -0800 Sam Lantinga Improved error message for unsupported texture format
Sun, 12 Dec 2010 15:19:05 -0800 Sam Lantinga Use the enumerated type for blend and scale mode instead of int
Fri, 19 Nov 2010 21:51:33 -0800 Andreas Schiffler Fix and rename VS2010 project files, add tests to VS2010 solution, fix VS compiler warning
Sat, 16 Oct 2010 17:14:04 -0700 Sam Lantinga This fixes SDL_renderer_gl so that it builds with c89.
Sun, 09 May 2010 15:24:05 -0700 Sam Lantinga Removed unused variables
Wed, 17 Feb 2010 04:42:52 +0000 Sam Lantinga Adam Strzelecki to SDL
Sun, 24 Jan 2010 21:10:53 +0000 Sam Lantinga Fixed bug #926
Thu, 21 Jan 2010 06:21:52 +0000 Sam Lantinga Switched from SDL_WindowID and SDL_TextureID to SDL_Window* and SDL_Texture* for code simplicity and improved performance.
Wed, 06 Jan 2010 06:12:01 +0000 Sam Lantinga Fixed GL_RenderWritePixels() - thanks Ryan!
Thu, 24 Dec 2009 19:18:05 +0000 Sam Lantinga Updated to compile on Windows
Wed, 23 Dec 2009 01:55:00 +0000 Sam Lantinga Added SDL_RenderClear() as a fast method of clearing the screen to the drawing color.
Wed, 09 Dec 2009 15:56:56 +0000 Sam Lantinga Added interfaces for batch drawing of points, lines and rects:
Mon, 07 Dec 2009 08:02:20 +0000 Sam Lantinga This fixes the OpenGL rendering test, at least with my ATI card...
Fri, 04 Dec 2009 08:45:08 +0000 Sam Lantinga Fixed calls to SDL_AddRenderDriver()
Thu, 26 Nov 2009 05:55:57 +0000 Sam Lantinga Adam Strzelecki to SDL
Sun, 22 Nov 2009 06:34:45 +0000 Sam Lantinga Whoops, actually set the SDL error, don't just print the error.
Sat, 21 Nov 2009 07:26:52 +0000 Sam Lantinga Added comment for pixel-perfect line workaround.
Sat, 21 Nov 2009 07:22:59 +0000 Sam Lantinga Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later.
Sat, 21 Nov 2009 07:14:21 +0000 Sam Lantinga This is terrible, but the OpenGL standard says that lines are half open, which means that one endpoint is not covered so adjoining lines don't overlap. It also doesn't define which end is open, and indeed Mac OS X and Linux differ. Mac OS X seems to leave the second endpoint open, but Linux uses the right-most endpoint for x major lines and the bottom-most endpoint for y major lines.
Sat, 21 Nov 2009 06:34:43 +0000 Sam Lantinga Fixed the coordinates for pixel coverage in blits
Sat, 21 Nov 2009 06:19:34 +0000 Sam Lantinga It's not the last pixel, it's the rightmost pixel, or if they're both the same x coordinate, the bottommost pixel.
Sat, 21 Nov 2009 05:29:31 +0000 Sam Lantinga My first OpenGL shader! Momma will be so proud!
Thu, 19 Nov 2009 08:02:00 +0000 Sam Lantinga Mike Gorchak to Sam
Thu, 19 Nov 2009 05:33:41 +0000 Sam Lantinga Found a way to implement mask semantics in OpenGL
Thu, 19 Nov 2009 04:59:19 +0000 Sam Lantinga Include the endpoint in the line we're drawing
Thu, 19 Nov 2009 04:33:35 +0000 Sam Lantinga Adjust the vertices to be over the texel center.
Wed, 18 Nov 2009 08:07:37 +0000 Sam Lantinga Fixed GL_RenderReadPixels() - thanks Ryan!