Sam Lantinga
028e5dcdbd
Happy New Year!
2011-12-31 09:28:07 -05:00
Sam Lantinga
a76f024ea9
Fixed bug 1335 - Added support for different pixel formats in OpenGL ES 2 renderer
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Gueniffey 2011-11-23 04:06:31 PST
The attached patch adds native support for
SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_RGB888, SDL_PIXELFORMAT_BGR888
2011-12-29 05:11:33 -05:00
Sam Lantinga
97ae2354eb
Fixed issues closing lines with the OpenGL ES renderer.
2011-11-10 00:22:44 -05:00
Sam Lantinga
918d8540ea
Fixed list loop caused when there are two entries in the list and the one being returned is already at the head.
2011-11-07 23:10:49 -05:00
Sam Lantinga
c5b4e5f63e
Fixed SDL applications being killed immediately after being backgrounded, because they were trying to draw while minimized.
2011-11-07 23:07:00 -05:00
Sam Lantinga
0a82b3eefe
Fixed double-free in the shader cache at shutdown
2011-11-07 00:45:13 -05:00
Sam Lantinga
ad2a21d404
Lots of fixes importing SDL source wholesale into a new iOS project
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--HG--
rename : src/libm/math.h => src/libm/math_libm.h
2011-10-31 05:56:58 -04:00
Sam Lantinga
fcb2aa5617
Implemented RenderReadPixels for the OpenGL ES 2.0 renderer.
2011-10-31 02:55:21 -04:00
Sam Lantinga
b0660ba5ff
SDL 1.3 is now under the zlib license.
2011-04-08 13:03:26 -07:00
Sam Lantinga
b547542f70
The scale mode is per texture, not per texture unit.
2011-03-21 17:15:49 -07:00
Sam Lantinga
a19e258730
Added the SDL_HINT_RENDER_SCALE_QUALITY hint, which defaults to nearest pixel sampling.
2011-03-13 11:18:35 -07:00
Sam Lantinga
ce2aa2ee1d
Zero streaming textures at the driver level
2011-02-26 21:39:34 -08:00
Sam Lantinga
ee61cc3170
Added OpenGL state caching for decent speed improvement.
2011-02-19 21:51:21 -08:00
Sam Lantinga
ea8037a625
Implemented OpenGL ES RenderClear()
2011-02-17 02:23:48 -08:00
Sam Lantinga
7fda55f8d4
Fixed warnings about unused variables and so forth.
2011-02-17 02:18:41 -08:00
Sam Lantinga
c804b92b9e
Changed the concept of a render clip rect to a render viewport.
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The render viewport is automatically re-centered when the window changes size, so applications that don't care will not have to handle recalculating their rendering coordinates.
Fixed API for drawing and filling multiple rectangles - the parameter should be an array of rects, not an array of pointers to rects.
Fixed API for updating window rects for consistency with other APIs - the order is pointer to array followed by count in array.
2011-02-15 13:59:59 -08:00
Sam Lantinga
93ab733085
Fixed bug #1117
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There's a new event that's always sent when the window changes size, and that event is what the renderers listen for to determine if they need to rebind their context.
2011-02-12 19:02:14 -08:00
Sam Lantinga
e5803d148c
Happy 2011! :)
2011-02-11 22:37:15 -08:00
Sam Lantinga
d63ef6e2a4
itsnotabigtruck has given me permission to replace the license for his contribution.
2011-02-11 19:11:27 -08:00
Sam Lantinga
9560b718a2
Mostly fixed fullscreen mode on Mac OS X, and you can toggle it on and off.
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There are still some problems with the ConvertNSRect() calculations when switching video modes, which causes wierd window positioning issues, and the fullscreen window is still minimized on exit.
2011-02-11 00:25:44 -08:00
Sam Lantinga
e455951633
Reduce duplicated code in the texture update code paths
2011-02-08 10:38:12 -08:00
Sam Lantinga
7133afac5f
Made it possible to disable the rendering subsystem with configure --disable-render
2011-02-08 10:04:09 -08:00
Sam Lantinga
8253658837
Added function SDL_RenderSetClipRect()
2011-02-07 20:06:26 -08:00
Sam Lantinga
9127589299
Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
2011-02-07 17:44:07 -08:00
Sam Lantinga
87ca0acb3f
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.
2011-02-06 20:56:21 -08:00
Sam Lantinga
1c8816f6fe
OpenGL ES 2.0 rendering LIVES!
2011-02-06 19:12:55 -08:00
Sam Lantinga
3fd1264194
Fixed compiling source shaders
2011-02-06 10:59:37 -08:00
Sam Lantinga
b1c0c48f03
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 10:22:25 -08:00
Sam Lantinga
55a04881d8
Fixed crash when binary shaders are not available.
2011-02-06 08:46:48 -08:00
Sam Lantinga
58e9ea986f
Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
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--HG--
rename : src/video/SDL_glfuncs.h => src/render/opengl/SDL_glfuncs.h
2011-02-06 02:35:14 -08:00
Sam Lantinga
0e1d3a505d
Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.
2011-02-06 00:48:16 -08:00
Sam Lantinga
f2c40726b6
Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
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This compiles, but it untested.
2011-02-06 00:00:13 -08:00