Commit graph

4021 commits

Author SHA1 Message Date
Sam Lantinga
9560b718a2 Mostly fixed fullscreen mode on Mac OS X, and you can toggle it on and off.
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
e3b131e170 Fixed cocoa trying to shuffling windows when going fullscreen on the main display. 2011-02-10 22:49:14 -08:00
Sam Lantinga
4187161566 Allow windows to be created on non-primary displays. 2011-02-10 22:37:01 -08:00
Sam Lantinga
018af55e16 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.
2011-02-10 14:44:25 -08:00
Sam Lantinga
2c021d9b34 Fixed line endings - in Mercurial they're \n 2011-02-10 14:36:09 -08:00
Sam Lantinga
e9689c29d5 Be explicit about what display you're querying. The default display is 0. 2011-02-10 12:14:37 -08:00
Sam Lantinga
e0f869b698 Removed gamma support since it wasn't widely used and not well supported. 2011-02-10 11:39:08 -08:00
Sam Lantinga
c4f308a1be Better window parameter checking 2011-02-10 10:37:35 -08:00
Sam Lantinga
b20054dfb4 Surfaces aren't in hardware memory anymore! 2011-02-10 05:10:05 -08:00
Sam Lantinga
05ba63bd32 Added a scaling test program 2011-02-09 15:37:07 -08:00
Sam Lantinga
bc838ec7ba Updated Xcode project with OpenGL shader files 2011-02-09 10:37:52 -08:00
Sam Lantinga
0f1080b558 Fixed compiling on Windows
Added an untested shader for YV12 textures
2011-02-09 10:31:12 -08:00
Sam Lantinga
85a93efaec Fixed crash when shaders aren't available. 2011-02-09 10:13:26 -08:00
Sam Lantinga
a429b886d4 Fixed crash when shaders are not supported 2011-02-09 09:36:40 -08:00
Sam Lantinga
631784d9a2 Added a way to replace the default logging mechanism 2011-02-08 23:13:58 -08:00
Sam Lantinga
8f92919310 Added the ability to turn on logging output to the test programs 2011-02-08 23:13:28 -08:00
Sam Lantinga
9c86971ac9 Added a hint to control whether the OpenGL driver uses shaders. 2011-02-08 22:40:19 -08:00
Sam Lantinga
752dd42dea Added a simple GLSL example using SDL 2011-02-08 22:11:16 -08:00
Sam Lantinga
505dd64abe Made the shaders easier to debug when they don't compile 2011-02-08 20:31:39 -08:00
Sam Lantinga
296fa03f71 Fixed the shaders (needed to use texture2DRect) - thanks Ryan! 2011-02-08 20:23:52 -08:00
Sam Lantinga
fd61299f87 Fixed setting the texture unit, still doesn't work. 2011-02-08 16:50:51 -08:00
Sam Lantinga
e66660c5f6 Beginning of a framework for OpenGL shaders 2011-02-08 16:27:52 -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
8f205278b1 It's now possible to disable the fast atomic operations, at a huge performance penalty. 2011-02-07 22:57:33 -08:00
Sam Lantinga
8253658837 Added function SDL_RenderSetClipRect() 2011-02-07 20:06:26 -08:00
Sam Lantinga
42bac7a31e Fixed stack overflow on Windows 2011-02-07 20:05:52 -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
f582f9e58e Added a simple log message API 2011-02-07 16:45:40 -08:00
Sam Lantinga
acee78a1c2 Renamed SDL_Key to SDL_Keycode to clarify terminology. 2011-02-07 10:40:21 -08:00
Sam Lantinga
cc52151bca Renamed SDLKey and SDLMod for consistency 2011-02-07 09:42:08 -08:00
Sam Lantinga
76a24d278d Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased. 2011-02-07 09:37:11 -08:00
Sam Lantinga
f0fa63a506 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.
2011-02-07 09:23:01 -08:00
Sam Lantinga
6fe14e1791 Updated testoverlay2 to use the SDL 2D rendering API 2011-02-07 00:46:43 -08:00
Sam Lantinga
9b289f0b8d Removed obsolete file 2011-02-07 00:36:42 -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
4bb96bede2 Whoops, duplicate case 2011-02-06 10:27:05 -08:00
Sam Lantinga
44d8b045b2 At least allow returning the values that were set. 2011-02-06 10:24:08 -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
ccdb593a0b Updated the iPhone demos for the new API 2011-02-06 09:02:10 -08:00
Sam Lantinga
a83bca04d0 Since we changed the API entirely, just remove the old function names 2011-02-06 08:57:29 -08:00
Sam Lantinga
55a04881d8 Fixed crash when binary shaders are not available. 2011-02-06 08:46:48 -08:00
Sam Lantinga
3ea29eeb59 Updated Xcode project with moved and removed files 2011-02-06 02:41:32 -08:00
Sam Lantinga
58e9ea986f 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
2011-02-06 02:35:14 -08:00
Sam Lantinga
cc1f36b7dc Minor consistency cleanup and documentation link update. 2011-02-06 00:48:41 -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
This compiles, but it untested.
2011-02-06 00:00:13 -08:00
Sam Lantinga
a51c332dfe Created a simpler version of SDL_SetHint() that doesn't need a priority. 2011-02-05 20:02:37 -08:00