Fri, 11 Feb 2011 23:02:35 -0800 |
Sam Lantinga |
Fixed SSE4 detection, and split it into SSE 4.1 and 4.2
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Fri, 11 Feb 2011 22:37:15 -0800 |
Sam Lantinga |
Happy 2011! :)
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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 19:11:27 -0800 |
Sam Lantinga |
itsnotabigtruck has given me permission to replace the license for his contribution.
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Fri, 11 Feb 2011 14:51:04 -0800 |
Sam Lantinga |
Updated CPU detection code for SSE3 and SSE4 and removed obsolete 3DNow! and Altivec support.
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Fri, 11 Feb 2011 14:42:58 -0800 |
Sam Lantinga |
More removal of leak code.
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Fri, 11 Feb 2011 14:42:06 -0800 |
Sam Lantinga |
Finished removing unused leak detection code.
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Fri, 11 Feb 2011 14:23:22 -0800 |
Sam Lantinga |
Removed unused leak detection code.
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Fri, 11 Feb 2011 13:06:35 -0800 |
Sam Lantinga |
Cleaned up the file a bit for tutorial viewing
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Fri, 11 Feb 2011 12:24:59 -0800 |
Sam Lantinga |
Added a very simple example of texture streaming
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Fri, 11 Feb 2011 12:17:40 -0800 |
Sam Lantinga |
Fixed creating the window on Mac OS X.
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Fri, 11 Feb 2011 11:43:58 -0800 |
Sam Lantinga |
Fixed error check
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Fri, 11 Feb 2011 10:18:34 -0800 |
Sam Lantinga |
Fixed compile in Xcode
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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 22:49:14 -0800 |
Sam Lantinga |
Fixed cocoa trying to shuffling windows when going fullscreen on the main display.
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Thu, 10 Feb 2011 22:37:01 -0800 |
Sam Lantinga |
Allow windows to be created on non-primary displays.
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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 14:36:09 -0800 |
Sam Lantinga |
Fixed line endings - in Mercurial they're \n
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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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Thu, 10 Feb 2011 05:10:05 -0800 |
Sam Lantinga |
Surfaces aren't in hardware memory anymore!
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Wed, 09 Feb 2011 15:37:07 -0800 |
Sam Lantinga |
Added a scaling test program
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Wed, 09 Feb 2011 10:37:52 -0800 |
Sam Lantinga |
Updated Xcode project with OpenGL shader files
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Wed, 09 Feb 2011 10:31:12 -0800 |
Sam Lantinga |
Fixed compiling on Windows
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Wed, 09 Feb 2011 10:13:26 -0800 |
Sam Lantinga |
Fixed crash when shaders aren't available.
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Wed, 09 Feb 2011 09:36:40 -0800 |
Sam Lantinga |
Fixed crash when shaders are not supported
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Tue, 08 Feb 2011 23:13:58 -0800 |
Sam Lantinga |
Added a way to replace the default logging mechanism
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Tue, 08 Feb 2011 23:13:28 -0800 |
Sam Lantinga |
Added the ability to turn on logging output to the test programs
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Tue, 08 Feb 2011 22:40:19 -0800 |
Sam Lantinga |
Added a hint to control whether the OpenGL driver uses shaders.
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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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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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