Fri, 04 Feb 2011 12:25:26 -0800 |
Sam Lantinga |
Standardized on using the managed texture pool.
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Fri, 04 Feb 2011 12:24:28 -0800 |
Sam Lantinga |
Don't free the surface since the application might be still using it.
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Fri, 04 Feb 2011 12:22:52 -0800 |
Sam Lantinga |
Removed unused variables
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Fri, 04 Feb 2011 09:07:39 -0800 |
Sam Lantinga |
Fixed compile error
SDL-1.2
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Thu, 03 Feb 2011 21:13:55 -0800 |
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.
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Thu, 03 Feb 2011 17:42:58 -0800 |
Sam Lantinga |
Fixed recursion crash when setting SDL_VIDEO_RENDERER=software
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Thu, 03 Feb 2011 16:57:38 -0800 |
Sam Lantinga |
Fixed crash if SDL_VideoDriverName() is passed a NULL namebuf
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Thu, 03 Feb 2011 15:49:37 -0800 |
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.
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Thu, 03 Feb 2011 11:16:57 -0800 |
Sam Lantinga |
Extended SDL_SetWindowData() to allow arbitrary named values.
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Thu, 03 Feb 2011 10:03:55 -0800 |
Sam Lantinga |
Added an intro to the features and goals of the 2D rendering API.
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Thu, 03 Feb 2011 02:45:29 -0800 |
Sam Lantinga |
Making the API simpler, moved the surface drawing functions to the software renderer.
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Thu, 03 Feb 2011 02:42:50 -0800 |
Sam Lantinga |
Updated for API changes
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Thu, 03 Feb 2011 01:30:28 -0800 |
Sam Lantinga |
Fixed building for Android
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Thu, 03 Feb 2011 01:19:10 -0800 |
Sam Lantinga |
Re-ordered platforms based on frequency
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Thu, 03 Feb 2011 01:13:48 -0800 |
Sam Lantinga |
Create the video texture based on the available texture formats, not the backbuffer format.
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Thu, 03 Feb 2011 00:54:29 -0800 |
Sam Lantinga |
Simplified and improved the process of creating a texture from a surface.
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Thu, 03 Feb 2011 00:22:18 -0800 |
Sam Lantinga |
Making the API simpler, removed the writepixels interface
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Thu, 03 Feb 2011 00:19:40 -0800 |
Sam Lantinga |
Made it possible to create a texture of any format, even if not supported by the renderer.
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Wed, 02 Feb 2011 22:55:12 -0800 |
Sam Lantinga |
Fixed compiling on Windows
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Wed, 02 Feb 2011 14:34:54 -0800 |
Sam Lantinga |
Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library.
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Wed, 02 Feb 2011 14:34:24 -0800 |
Sam Lantinga |
Fixed compiling with the latest API changes
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Tue, 01 Feb 2011 21:51:54 -0800 |
Sam Lantinga |
Removing Visual Studio projects for testpalette
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Tue, 01 Feb 2011 21:51:09 -0800 |
Sam Lantinga |
SDL doesn't actually support the physical/logical palette split anymore.
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Tue, 01 Feb 2011 21:40:03 -0800 |
Sam Lantinga |
Nobody is currently maintaining the QNX code, so removing it for now.
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Tue, 01 Feb 2011 21:23:43 -0800 |
Sam Lantinga |
Making the API simpler, removed support for palettized video modes and textures.
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Tue, 01 Feb 2011 20:50:04 -0800 |
Sam Lantinga |
The DrawRect API is implemented using lines
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Tue, 01 Feb 2011 19:19:43 -0800 |
Sam Lantinga |
The rendering functions take a context so it's clear what window they're drawing to. This also potentially opens to the door to multi-threaded rendering in the future.
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Tue, 01 Feb 2011 19:15:42 -0800 |
Sam Lantinga |
Added functions to watch events as they go through the event queue.
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Tue, 01 Feb 2011 15:02:21 -0800 |
Sam Lantinga |
Split the rendering API out into a separate header file.
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Tue, 01 Feb 2011 12:54:27 -0800 |
Sam Lantinga |
The renderers always support texture modulation and blend modes.
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Tue, 01 Feb 2011 12:44:52 -0800 |
Sam Lantinga |
Renumbered the renderer flags
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Tue, 01 Feb 2011 12:19:46 -0800 |
Sam Lantinga |
Making the API simpler, the renderer present semantics are always having a backbuffer and then discarding it. This is best for hardware accelerated rendering.
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