Fixed coordinate positioning with OpenGL renderer, and added a test case
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403805
Hi,
so here we go: GL_LINE_SMOOTH bad for business! ;)
I checked the code within SDL_renderer_gl.c / GL_CreateRenderer(..)
and have found the reason for blurred lines when using OpenGL.
I have attached 2 images here.
I don't know whether this has to be changed and I don't know if there
is an option to turn it off/on...just wanted to say that with GL_LINE_SMOOTH
enabled there is a difference when rendering with opengl compared to directx.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403803
The linux code appears to be complete and *should* be the base of all Unix and GCC based versions. The macosx and win32 versions
are currently just copies of the dummy code. I will begin working on the windows version as soon as this check in is done. I
need someone to work on the Mac OS X version.
I'm afraid that this check in will break QNX (Sorry!)
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403802
I noticed in trunk/SDL/src/video/win32/SDL_win32events.c, in this code here...
... if the device handle isn't found in mice[], which it won't be if
the mouse was plugged in after SDL_Init, then you end up with an
uninitialized value in index, which is then passed to various
SDL_SendMouse* functions.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403790
Date: Sat, 5 Sep 2009 17:32:28 +0800
Replace old Keyboard Layout APIs with new Text Input Sources APIs for 10.{5,6}
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403777
Date: Sat, 5 Sep 2009 17:27:07 +0800
Disable NSScreen setFrame: hack in 10.6 since it no longer work
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403776
Unfortunately the audio and cdrom systems do not build at all, and if you
disable those, SDL still fails to link with these errors:
Undefined symbols:
"_OBJC_IVAR_$_NSScreen._frame", referenced from:
-[NSScreen(NSScreenAccess) setFrame:] in SDL_cocoamodes.o
"_KLGetKeyboardLayoutProperty", referenced from:
_UpdateKeymap in SDL_cocoakeyboard.o
_UpdateKeymap in SDL_cocoakeyboard.o
"_KLGetCurrentKeyboardLayout", referenced from:
_UpdateKeymap in SDL_cocoakeyboard.o
ld: symbol(s) not found
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403771
When i call the "SDL_Quit()" function, it call the func "SDL_QuitSubSystem(SDL_INIT_EVERYTHING)", which call the "SDL_VideoQuit()" function.
It's where i'm lost, this function "SDL_VideoQuit()" will recall the "SDL_Quit()" function (i don't find where it is called), which in turn recall the "SDL_QuitSubSystem(SDL_INIT_EVERYTHING)", which in turn recall "SDL_VideoQuit()", which cause a "double free" seg fault since it has been already called.
I have set the num_displays to 0 instead of 1, so it wont free it twice in the videoquit function loop.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403766
Hello sam, me again.
I'v fixed another bug in the pandora code, it's on the no-X videodriver, i forgot to add some code to destroy the window so it was impossible to reload SDL inside the same application (eglTerminate).
You'll find the svn diff attached.
See you,
David.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403760
I just noticed that there are rarely error messages and added some.
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extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403744