Tue, 08 Feb 2011 22:11:16 -0800 |
Sam Lantinga |
Added a simple GLSL example using SDL
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Tue, 08 Feb 2011 20:31:39 -0800 |
Sam Lantinga |
Made the shaders easier to debug when they don't compile
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Tue, 08 Feb 2011 20:23:52 -0800 |
Sam Lantinga |
Fixed the shaders (needed to use texture2DRect) - thanks Ryan!
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Tue, 08 Feb 2011 16:50:51 -0800 |
Sam Lantinga |
Fixed setting the texture unit, still doesn't work.
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Tue, 08 Feb 2011 16:27:52 -0800 |
Sam Lantinga |
Beginning of a framework for OpenGL shaders
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Tue, 08 Feb 2011 10:38:12 -0800 |
Sam Lantinga |
Reduce duplicated code in the texture update code paths
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Tue, 08 Feb 2011 10:04:09 -0800 |
Sam Lantinga |
Made it possible to disable the rendering subsystem with configure --disable-render
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Mon, 07 Feb 2011 22:57:33 -0800 |
Sam Lantinga |
It's now possible to disable the fast atomic operations, at a huge performance penalty.
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Mon, 07 Feb 2011 20:06:26 -0800 |
Sam Lantinga |
Added function SDL_RenderSetClipRect()
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Mon, 07 Feb 2011 20:05:52 -0800 |
Sam Lantinga |
Fixed stack overflow on Windows
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Mon, 07 Feb 2011 17:44:07 -0800 |
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.
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Mon, 07 Feb 2011 16:45:40 -0800 |
Sam Lantinga |
Added a simple log message API
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Mon, 07 Feb 2011 10:40:21 -0800 |
Sam Lantinga |
Renamed SDL_Key to SDL_Keycode to clarify terminology.
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Mon, 07 Feb 2011 09:42:08 -0800 |
Sam Lantinga |
Renamed SDLKey and SDLMod for consistency
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Mon, 07 Feb 2011 09:37:11 -0800 |
Sam Lantinga |
Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased.
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