Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403346
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26 changed files with 747 additions and 274 deletions
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@ -206,7 +206,7 @@ SDL_PROC_UNUSED(void, glLighti, (GLenum light, GLenum pname, GLint param))
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SDL_PROC_UNUSED(void, glLightiv,
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(GLenum light, GLenum pname, const GLint * params))
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SDL_PROC_UNUSED(void, glLineStipple, (GLint factor, GLushort pattern))
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SDL_PROC_UNUSED(void, glLineWidth, (GLfloat width))
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SDL_PROC(void, glLineWidth, (GLfloat width))
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SDL_PROC_UNUSED(void, glListBase, (GLuint base))
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SDL_PROC(void, glLoadIdentity, (void))
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SDL_PROC_UNUSED(void, glLoadMatrixd, (const GLdouble * m))
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@ -272,7 +272,7 @@ SDL_PROC(void, glPixelStorei, (GLenum pname, GLint param))
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SDL_PROC_UNUSED(void, glPixelTransferf, (GLenum pname, GLfloat param))
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SDL_PROC_UNUSED(void, glPixelTransferi, (GLenum pname, GLint param))
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SDL_PROC_UNUSED(void, glPixelZoom, (GLfloat xfactor, GLfloat yfactor))
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SDL_PROC_UNUSED(void, glPointSize, (GLfloat size))
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SDL_PROC(void, glPointSize, (GLfloat size))
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SDL_PROC_UNUSED(void, glPolygonMode, (GLenum face, GLenum mode))
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SDL_PROC_UNUSED(void, glPolygonOffset, (GLfloat factor, GLfloat units))
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SDL_PROC_UNUSED(void, glPolygonStipple, (const GLubyte * mask))
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@ -324,7 +324,7 @@ SDL_PROC_UNUSED(void, glRectdv, (const GLdouble * v1, const GLdouble * v2))
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SDL_PROC_UNUSED(void, glRectf,
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(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2))
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SDL_PROC_UNUSED(void, glRectfv, (const GLfloat * v1, const GLfloat * v2))
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SDL_PROC_UNUSED(void, glRecti, (GLint x1, GLint y1, GLint x2, GLint y2))
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SDL_PROC(void, glRecti, (GLint x1, GLint y1, GLint x2, GLint y2))
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SDL_PROC_UNUSED(void, glRectiv, (const GLint * v1, const GLint * v2))
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SDL_PROC_UNUSED(void, glRects,
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(GLshort x1, GLshort y1, GLshort x2, GLshort y2))
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