log

age author description
2011-02-08 Sam Lantinga Fixed stack overflow on Windows
2011-02-08 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.
2011-02-08 Sam Lantinga Added a simple log message API
2011-02-07 Sam Lantinga Renamed SDL_Key to SDL_Keycode to clarify terminology.
2011-02-07 Sam Lantinga Renamed SDLKey and SDLMod for consistency
2011-02-07 Sam Lantinga Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased.
2011-02-07 Sam Lantinga Create an OpenGL 1.1 context by default, if available.
2011-02-07 Sam Lantinga Updated testoverlay2 to use the SDL 2D rendering API
2011-02-07 Sam Lantinga Removed obsolete file
2011-02-07 Eric Wing removed sail.bmp from Xcode project
2011-02-07 Eric Wing merged
2011-02-07 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.
2011-02-07 Sam Lantinga OpenGL ES 2.0 rendering LIVES!
2011-02-06 Sam Lantinga Fixed compiling source shaders
2011-02-06 Sam Lantinga Whoops, duplicate case
2011-02-06 Sam Lantinga At least allow returning the values that were set.
2011-02-06 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
2011-02-06 Sam Lantinga Updated the iPhone demos for the new API
2011-02-06 Sam Lantinga Since we changed the API entirely, just remove the old function names
2011-02-06 Sam Lantinga Fixed crash when binary shaders are not available.
2011-02-06 Sam Lantinga Updated Xcode project with moved and removed files
2011-02-06 Sam Lantinga Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
2011-02-06 Sam Lantinga Minor consistency cleanup and documentation link update.
2011-02-06 Sam Lantinga Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.
2011-02-06 Sam Lantinga Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
2011-02-06 Sam Lantinga Created a simpler version of SDL_SetHint() that doesn't need a priority.
2011-02-06 Sam Lantinga Updated the DirectFB support, from Couriersud
2011-02-06 Sam Lantinga Updated Mac OS X and iOS projects
2011-02-05 Sam Lantinga Fixed compiling the automated test
2011-02-05 Sam Lantinga Updated projects
2011-02-05 Sam Lantinga Renamed files for consistency
2011-02-05 Sam Lantinga Fixed newlines
2011-02-04 Sam Lantinga Updated Visual Studio 2010 project
2011-02-05 Sam Lantinga Added the SDL_HINT_RENDER_DRIVER and SDL_HINT_RENDER_VSYNC hints.
2011-02-05 Sam Lantinga Allow SDL_HINT_FRAMEBUFFER_ACCELERATION to specify the renderer to use.
2011-02-05 Sam Lantinga Added a hint to determine whether framebuffer texture acceleration should be used, and added default behaviors for the various platforms.
2011-02-05 Sam Lantinga Added a hint system to allow configuration hints to be specified by the application.
2011-02-05 Sam Lantinga Removed execute permissions on source files.
2011-02-05 Sam Lantinga Fixed permissions on the Android config header.
2011-02-05 Sam Lantinga Updated the name of the Direct3D renderer.
2011-02-05 Sam Lantinga Allow resizing of testsprite
2011-02-05 Sam Lantinga Restored SDL_BLENDMODE_MOD for MAME
2011-02-05 Sam Lantinga Removed a bunch of X11 support that we no longer need.
2011-02-05 Sam Lantinga Added the X11 framebuffer implementation. Simple! :)
2011-02-05 Sam Lantinga The format detection code works better with 555 and 565 pixel formats
2011-02-05 Sam Lantinga SDL_SetTextureBlendMode broken, caught by Kai Sterker - Thanks!
2011-02-05 Sam Lantinga These aren't executable files. :)
2011-02-04 Sam Lantinga Fixed compiling on Windows CE
2011-02-04 Sam Lantinga Removed missing file
2011-02-04 Sam Lantinga Use the exact format of the window if possible, for speed.
2011-02-04 Sam Lantinga Added the Windows framebuffer implementation.
2011-02-04 Sam Lantinga Don't free the surface since the application might be still using it.
2011-02-04 Sam Lantinga Standardized on using the managed texture pool.
2011-02-04 Sam Lantinga Don't free the surface since the application might be still using it.
2011-02-04 Sam Lantinga Removed unused variables
2011-02-04 Sam Lantinga Fixed compile error SDL-1.2
2011-02-04 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.
2011-02-04 Sam Lantinga Fixed recursion crash when setting SDL_VIDEO_RENDERER=software
2011-02-04 Sam Lantinga Fixed crash if SDL_VideoDriverName() is passed a NULL namebuf
2011-02-03 Sam Lantinga Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface.