Fri, 11 Feb 2011 20:49:13 -0800 |
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.
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Fri, 11 Feb 2011 10:13:30 -0800 |
Sam Lantinga |
Fixed compiling on Windows
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Fri, 11 Feb 2011 00:25:44 -0800 |
Sam Lantinga |
Mostly fixed fullscreen mode on Mac OS X, and you can toggle it on and off.
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Thu, 10 Feb 2011 14:44:25 -0800 |
Sam Lantinga |
Window coordinates are in the global space and windows are not tied to a particular display.
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Thu, 10 Feb 2011 12:14:37 -0800 |
Sam Lantinga |
Be explicit about what display you're querying. The default display is 0.
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Thu, 10 Feb 2011 11:39:08 -0800 |
Sam Lantinga |
Removed gamma support since it wasn't widely used and not well supported.
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Thu, 10 Feb 2011 10:37:35 -0800 |
Sam Lantinga |
Better window parameter checking
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Mon, 07 Feb 2011 09:23:01 -0800 |
Sam Lantinga |
Create an OpenGL 1.1 context by default, if available.
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Sun, 06 Feb 2011 10:27:05 -0800 |
Sam Lantinga |
Whoops, duplicate case
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Sun, 06 Feb 2011 10:24:08 -0800 |
Sam Lantinga |
At least allow returning the values that were set.
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Sun, 06 Feb 2011 10:22:25 -0800 |
Sam Lantinga |
Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS
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Sat, 05 Feb 2011 10:35:36 -0800 |
Sam Lantinga |
Added the SDL_HINT_RENDER_DRIVER and SDL_HINT_RENDER_VSYNC hints.
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Sat, 05 Feb 2011 10:11:27 -0800 |
Sam Lantinga |
Allow SDL_HINT_FRAMEBUFFER_ACCELERATION to specify the renderer to use.
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Sat, 05 Feb 2011 10:03:12 -0800 |
Sam Lantinga |
Added a hint to determine whether framebuffer texture acceleration should be used, and added default behaviors for the various platforms.
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Fri, 04 Feb 2011 12:24:28 -0800 |
Sam Lantinga |
Don't free the surface since the application might be still using it.
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Thu, 03 Feb 2011 21:13:55 -0800 |
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.
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