SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
To enable this, set the environment variable SDL_MOUSE_RELATIVE_MODE_WARP to "1"
When mouse relative mode is disabled, put the cursor back where the application expects it to be, instead of where it was when relative mode was enabled.
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).
Also enables building SDL for armv7 and x86.
To enable the Debug Layer, set the hint, SDL_HINT_RENDER_DIRECT3D11_DEBUG to '1'.
The Debug Layer will be turned off by default, both in Release and Debug builds (of SDL).
Anisotropic filtering is meant to be used for textures at a stark
angle, not perpendicular to the camera.
--HG--
extra : rebase_source : e01c4da3bae7f1628de7c049f31f1208dbbbb24c
This changes makes it so that you only receive joystick (and implicitly
gamecontroller) input events when your application has keyboard focus.
If you'd like to still receive events when your application is in the
background, set the SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS hint to "1".
This fixes http://bugzilla.libsdl.org/show_bug.cgi?id=1892
- Added new SDL_HINT_ALLOW_TOPMOST hint, when set to "0" then never set the topmost bit on a window. Useful when debugging fullscreen issues.
- fixed crash in windows joystick scanning if we failed to load the xinput dll
- added support for SDL_WINDOW_FULLSCREEN_DESKTOP under windows
- synthesize relative mouse movements if directinput fails to send relative moves, happens under virtual box.
- Add new SDL_WINDOW_FULLSCREEN_DESKTOP video mode, makes a fullscreen window the size of the desktop (i.e no window manager mode change)
- Fix crash in warp mouse if you specified null as the window
- Added new SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS Hint, if set to 0 then don't minimize a fullscreen window on focus lost (if not set or set to non-zero then minimize on focus loss)
Because it's so broken, I'm going to disable XRandR by default. You can still enable it via environment variable or application hint (SDL_HINT_VIDEO_X11_XRANDR)
tag: tip
user: Martin Decky <martin@decky.cz>
date: Sat Feb 12 20:53:06 2011 +0100
summary: improve header files compatibility with SDL 1.2 applications (namely QEMU)