Sam Lantinga
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4187161566
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Allow windows to be created on non-primary displays.
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2011-02-10 22:37:01 -08:00 |
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Sam Lantinga
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018af55e16
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Window coordinates are in the global space and windows are not tied to a particular display.
Also added Ctrl-Enter keybinding to the test code to toggle fullscreen mode for testing.
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2011-02-10 14:44:25 -08:00 |
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Sam Lantinga
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2c021d9b34
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Fixed line endings - in Mercurial they're \n
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2011-02-10 14:36:09 -08:00 |
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Sam Lantinga
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e9689c29d5
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Be explicit about what display you're querying. The default display is 0.
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2011-02-10 12:14:37 -08:00 |
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Sam Lantinga
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e0f869b698
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Removed gamma support since it wasn't widely used and not well supported.
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2011-02-10 11:39:08 -08:00 |
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Sam Lantinga
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c4f308a1be
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Better window parameter checking
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2011-02-10 10:37:35 -08:00 |
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Sam Lantinga
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b20054dfb4
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Surfaces aren't in hardware memory anymore!
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2011-02-10 05:10:05 -08:00 |
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Sam Lantinga
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05ba63bd32
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Added a scaling test program
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2011-02-09 15:37:07 -08:00 |
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Sam Lantinga
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bc838ec7ba
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Updated Xcode project with OpenGL shader files
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2011-02-09 10:37:52 -08:00 |
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Sam Lantinga
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0f1080b558
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Fixed compiling on Windows
Added an untested shader for YV12 textures
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2011-02-09 10:31:12 -08:00 |
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Sam Lantinga
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85a93efaec
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Fixed crash when shaders aren't available.
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2011-02-09 10:13:26 -08:00 |
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Sam Lantinga
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a429b886d4
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Fixed crash when shaders are not supported
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2011-02-09 09:36:40 -08:00 |
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Sam Lantinga
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631784d9a2
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Added a way to replace the default logging mechanism
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2011-02-08 23:13:58 -08:00 |
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Sam Lantinga
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8f92919310
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Added the ability to turn on logging output to the test programs
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2011-02-08 23:13:28 -08:00 |
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Sam Lantinga
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9c86971ac9
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Added a hint to control whether the OpenGL driver uses shaders.
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2011-02-08 22:40:19 -08:00 |
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Sam Lantinga
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752dd42dea
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Added a simple GLSL example using SDL
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2011-02-08 22:11:16 -08:00 |
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Sam Lantinga
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505dd64abe
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Made the shaders easier to debug when they don't compile
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2011-02-08 20:31:39 -08:00 |
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Sam Lantinga
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296fa03f71
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Fixed the shaders (needed to use texture2DRect) - thanks Ryan!
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2011-02-08 20:23:52 -08:00 |
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Sam Lantinga
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fd61299f87
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Fixed setting the texture unit, still doesn't work.
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2011-02-08 16:50:51 -08:00 |
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Sam Lantinga
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e66660c5f6
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Beginning of a framework for OpenGL shaders
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2011-02-08 16:27:52 -08:00 |
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Sam Lantinga
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e455951633
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Reduce duplicated code in the texture update code paths
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2011-02-08 10:38:12 -08:00 |
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Sam Lantinga
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7133afac5f
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Made it possible to disable the rendering subsystem with configure --disable-render
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2011-02-08 10:04:09 -08:00 |
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Sam Lantinga
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8f205278b1
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It's now possible to disable the fast atomic operations, at a huge performance penalty.
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2011-02-07 22:57:33 -08:00 |
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Sam Lantinga
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8253658837
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Added function SDL_RenderSetClipRect()
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2011-02-07 20:06:26 -08:00 |
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Sam Lantinga
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42bac7a31e
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Fixed stack overflow on Windows
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2011-02-07 20:05:52 -08:00 |
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Sam Lantinga
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9127589299
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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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2011-02-07 17:44:07 -08:00 |
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Sam Lantinga
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f582f9e58e
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Added a simple log message API
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2011-02-07 16:45:40 -08:00 |
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Sam Lantinga
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acee78a1c2
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Renamed SDL_Key to SDL_Keycode to clarify terminology.
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2011-02-07 10:40:21 -08:00 |
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Sam Lantinga
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cc52151bca
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Renamed SDLKey and SDLMod for consistency
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2011-02-07 09:42:08 -08:00 |
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Sam Lantinga
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76a24d278d
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Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased.
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2011-02-07 09:37:11 -08:00 |
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Sam Lantinga
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f0fa63a506
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Create an OpenGL 1.1 context by default, if available.
This is easier for people to set up and work with, and is more conformant to the way desktop OpenGL works.
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2011-02-07 09:23:01 -08:00 |
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Sam Lantinga
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6fe14e1791
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Updated testoverlay2 to use the SDL 2D rendering API
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2011-02-07 00:46:43 -08:00 |
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Sam Lantinga
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9b289f0b8d
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Removed obsolete file
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2011-02-07 00:36:42 -08:00 |
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Eric Wing
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fb08cecb1d
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removed sail.bmp from Xcode project
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2011-02-06 23:48:31 -08:00 |
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Eric Wing
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6a6fb1c639
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merged
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2011-02-06 21:23:32 -08:00 |
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Sam Lantinga
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87ca0acb3f
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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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2011-02-06 20:56:21 -08:00 |
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Sam Lantinga
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1c8816f6fe
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OpenGL ES 2.0 rendering LIVES!
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2011-02-06 19:12:55 -08:00 |
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Sam Lantinga
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3fd1264194
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Fixed compiling source shaders
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2011-02-06 10:59:37 -08:00 |
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Sam Lantinga
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4bb96bede2
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Whoops, duplicate case
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2011-02-06 10:27:05 -08:00 |
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Sam Lantinga
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44d8b045b2
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At least allow returning the values that were set.
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2011-02-06 10:24:08 -08:00 |
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Sam Lantinga
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b1c0c48f03
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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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2011-02-06 10:22:25 -08:00 |
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Sam Lantinga
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ccdb593a0b
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Updated the iPhone demos for the new API
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2011-02-06 09:02:10 -08:00 |
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Sam Lantinga
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a83bca04d0
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Since we changed the API entirely, just remove the old function names
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2011-02-06 08:57:29 -08:00 |
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Sam Lantinga
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55a04881d8
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Fixed crash when binary shaders are not available.
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2011-02-06 08:46:48 -08:00 |
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Sam Lantinga
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3ea29eeb59
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Updated Xcode project with moved and removed files
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2011-02-06 02:41:32 -08:00 |
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Sam Lantinga
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58e9ea986f
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Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
--HG--
rename : src/video/SDL_glfuncs.h => src/render/opengl/SDL_glfuncs.h
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2011-02-06 02:35:14 -08:00 |
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Sam Lantinga
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cc1f36b7dc
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Minor consistency cleanup and documentation link update.
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2011-02-06 00:48:41 -08:00 |
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Sam Lantinga
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0e1d3a505d
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Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.
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2011-02-06 00:48:16 -08:00 |
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Sam Lantinga
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f2c40726b6
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Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
This compiles, but it untested.
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2011-02-06 00:00:13 -08:00 |
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Sam Lantinga
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a51c332dfe
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Created a simpler version of SDL_SetHint() that doesn't need a priority.
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2011-02-05 20:02:37 -08:00 |
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