Sam Lantinga
e5803d148c
Happy 2011! :)
2011-02-11 22:37:15 -08:00
Sam Lantinga
059ef6ad0d
There is only one width and height for the window. If those are changed during the course of a fullscreen mode change, then they'll stay that size when returning to windowed mode.
2011-02-11 20:49:13 -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
0314fd4e0f
Updated CPU detection code for SSE3 and SSE4 and removed obsolete 3DNow! and Altivec support.
2011-02-11 14:51:04 -08:00
Sam Lantinga
e8f3f1e948
More removal of leak code.
2011-02-11 14:42:58 -08:00
Sam Lantinga
fcc17ebcb2
Finished removing unused leak detection code.
2011-02-11 14:42:06 -08:00
Sam Lantinga
5a0ad0fca0
Removed unused leak detection code.
2011-02-11 14:23:22 -08:00
Sam Lantinga
aef1c8834a
Cleaned up the file a bit for tutorial viewing
2011-02-11 13:06:35 -08:00
Sam Lantinga
5540f2dba3
Added a very simple example of texture streaming
2011-02-11 12:24:59 -08:00
Sam Lantinga
8bee2482d7
Fixed creating the window on Mac OS X.
2011-02-11 12:17:40 -08:00
Sam Lantinga
07f6bb6e16
Fixed error check
2011-02-11 11:43:58 -08:00
Sam Lantinga
bff537f964
Fixed compile in Xcode
2011-02-11 10:18:34 -08:00
Sam Lantinga
b26aaee0f2
Fixed compiling on Windows
2011-02-11 10:13:30 -08:00
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