Mon, 31 Jan 2011 23:23:57 -0800 |
Sam Lantinga |
Making the API simpler, the blend modes are "none, blend, add" and are supported by all renderers.
|
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.
|