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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Mon, 07 Feb 2011 09:23:01 -0800 |
Sam Lantinga |
Create an OpenGL 1.1 context by default, if available.
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Mon, 07 Feb 2011 00:46:43 -0800 |
Sam Lantinga |
Updated testoverlay2 to use the SDL 2D rendering API
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Mon, 07 Feb 2011 00:36:42 -0800 |
Sam Lantinga |
Removed obsolete file
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Sun, 06 Feb 2011 23:48:31 -0800 |
Eric Wing |
removed sail.bmp from Xcode project
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Sun, 06 Feb 2011 21:23:32 -0800 |
Eric Wing |
merged
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Sun, 06 Feb 2011 20:56:21 -0800 |
Sam Lantinga |
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.
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Sun, 06 Feb 2011 19:12:55 -0800 |
Sam Lantinga |
OpenGL ES 2.0 rendering LIVES!
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Sun, 06 Feb 2011 10:59:37 -0800 |
Sam Lantinga |
Fixed compiling source shaders
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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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Sun, 06 Feb 2011 09:02:10 -0800 |
Sam Lantinga |
Updated the iPhone demos for the new API
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Sun, 06 Feb 2011 08:57:29 -0800 |
Sam Lantinga |
Since we changed the API entirely, just remove the old function names
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Sun, 06 Feb 2011 08:46:48 -0800 |
Sam Lantinga |
Fixed crash when binary shaders are not available.
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Sun, 06 Feb 2011 02:41:32 -0800 |
Sam Lantinga |
Updated Xcode project with moved and removed files
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Sun, 06 Feb 2011 02:35:14 -0800 |
Sam Lantinga |
Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
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Sun, 06 Feb 2011 00:48:41 -0800 |
Sam Lantinga |
Minor consistency cleanup and documentation link update.
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Sun, 06 Feb 2011 00:48:16 -0800 |
Sam Lantinga |
Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.
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Sun, 06 Feb 2011 00:00:13 -0800 |
Sam Lantinga |
Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
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Sat, 05 Feb 2011 20:02:37 -0800 |
Sam Lantinga |
Created a simpler version of SDL_SetHint() that doesn't need a priority.
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Sat, 05 Feb 2011 16:07:10 -0800 |
Sam Lantinga |
Updated the DirectFB support, from Couriersud
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Sat, 05 Feb 2011 16:02:30 -0800 |
Sam Lantinga |
Updated Mac OS X and iOS projects
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Sat, 05 Feb 2011 13:06:50 -0800 |
Sam Lantinga |
Fixed compiling the automated test
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Sat, 05 Feb 2011 12:01:36 -0800 |
Sam Lantinga |
Updated projects
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Sat, 05 Feb 2011 12:01:11 -0800 |
Sam Lantinga |
Renamed files for consistency
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Sat, 05 Feb 2011 11:54:46 -0800 |
Sam Lantinga |
Fixed newlines
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Fri, 04 Feb 2011 14:06:01 -0800 |
Sam Lantinga |
Updated Visual Studio 2010 project
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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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Sat, 05 Feb 2011 10:02:39 -0800 |
Sam Lantinga |
Added a hint system to allow configuration hints to be specified by the application.
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Sat, 05 Feb 2011 01:03:51 -0800 |
Sam Lantinga |
Removed execute permissions on source files.
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Sat, 05 Feb 2011 01:02:24 -0800 |
Sam Lantinga |
Fixed permissions on the Android config header.
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Sat, 05 Feb 2011 00:34:34 -0800 |
Sam Lantinga |
Updated the name of the Direct3D renderer.
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Fri, 04 Feb 2011 21:46:38 -0800 |
Sam Lantinga |
Allow resizing of testsprite
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Fri, 04 Feb 2011 19:50:56 -0800 |
Sam Lantinga |
Restored SDL_BLENDMODE_MOD for MAME
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Fri, 04 Feb 2011 19:18:08 -0800 |
Sam Lantinga |
Removed a bunch of X11 support that we no longer need.
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Fri, 04 Feb 2011 18:05:20 -0800 |
Sam Lantinga |
Added the X11 framebuffer implementation. Simple! :)
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Fri, 04 Feb 2011 16:55:50 -0800 |
Sam Lantinga |
The format detection code works better with 555 and 565 pixel formats
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Sat, 05 Feb 2011 00:32:04 -0800 |
Sam Lantinga |
SDL_SetTextureBlendMode broken, caught by Kai Sterker - Thanks!
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Fri, 04 Feb 2011 23:31:56 -0800 |
Sam Lantinga |
These aren't executable files. :)
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Fri, 04 Feb 2011 13:58:29 -0800 |
Sam Lantinga |
Fixed compiling on Windows CE
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Fri, 04 Feb 2011 13:57:55 -0800 |
Sam Lantinga |
Removed missing file
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Fri, 04 Feb 2011 13:47:02 -0800 |
Sam Lantinga |
Use the exact format of the window if possible, for speed.
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Fri, 04 Feb 2011 12:29:58 -0800 |
Sam Lantinga |
Added the Windows framebuffer implementation.
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Fri, 04 Feb 2011 12:26:01 -0800 |
Sam Lantinga |
Don't free the surface since the application might be still using it.
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Fri, 04 Feb 2011 12:25:26 -0800 |
Sam Lantinga |
Standardized on using the managed texture pool.
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