Mon, 28 Aug 2006 17:35:15 +0000 Clear the second texture stage explicitly
Sam Lantinga <slouken@libsdl.org> [Mon, 28 Aug 2006 17:35:15 +0000] rev 1991
Clear the second texture stage explicitly
Mon, 28 Aug 2006 17:34:50 +0000 The dummy renderer can task advantage of the MASK optimization too, though performance probably doesn't matter here...
Sam Lantinga <slouken@libsdl.org> [Mon, 28 Aug 2006 17:34:50 +0000] rev 1990
The dummy renderer can task advantage of the MASK optimization too, though performance probably doesn't matter here...
Mon, 28 Aug 2006 14:10:46 +0000 Optimized the copy blitters a little bit
Sam Lantinga <slouken@libsdl.org> [Mon, 28 Aug 2006 14:10:46 +0000] rev 1989
Optimized the copy blitters a little bit
Mon, 28 Aug 2006 04:39:37 +0000 Figured out how texture stages work, thanks to this:
Sam Lantinga <slouken@libsdl.org> [Mon, 28 Aug 2006 04:39:37 +0000] rev 1988
Figured out how texture stages work, thanks to this: http://www.toymaker.info/Games/html/texture_states.html Both color and alpha source modulation work now! :)
Mon, 28 Aug 2006 04:03:32 +0000 Implemented color modulation in the D3D renderer.
Sam Lantinga <slouken@libsdl.org> [Mon, 28 Aug 2006 04:03:32 +0000] rev 1987
Implemented color modulation in the D3D renderer. FIXME: Why doesn't alpha modulation appear to work?
Mon, 28 Aug 2006 03:27:59 +0000 Cleanup for the last checkin
Sam Lantinga <slouken@libsdl.org> [Mon, 28 Aug 2006 03:27:59 +0000] rev 1986
Cleanup for the last checkin
Mon, 28 Aug 2006 03:17:39 +0000 Added source color and alpha modulation support.
Sam Lantinga <slouken@libsdl.org> [Mon, 28 Aug 2006 03:17:39 +0000] rev 1985
Added source color and alpha modulation support. Added perl script to generate optimized render copy functions.
Thu, 24 Aug 2006 12:49:59 +0000 Added SDL_SwapFloat* function/macros. Reference Bugzilla #293.
Ryan C. Gordon <icculus@icculus.org> [Thu, 24 Aug 2006 12:49:59 +0000] rev 1984
Added SDL_SwapFloat* function/macros. Reference Bugzilla #293.
Thu, 24 Aug 2006 12:48:16 +0000 Forgot to check in updated SDL_audio.h ...
Ryan C. Gordon <icculus@icculus.org> [Thu, 24 Aug 2006 12:48:16 +0000] rev 1983
Forgot to check in updated SDL_audio.h ...
Thu, 24 Aug 2006 12:10:46 +0000 First shot at new audio data types (int32 and float32).
Ryan C. Gordon <icculus@icculus.org> [Thu, 24 Aug 2006 12:10:46 +0000] rev 1982
First shot at new audio data types (int32 and float32). Notable changes: - Converters between types are autogenerated. Instead of making multiple passes over the data with seperate filters for endianess, size, signedness, etc, converting between data types is always one specialized filter. This simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases with the new types, and makes the actually conversions more CPU cache friendly. Left a stub for adding specific optimized versions of these routines (SSE/MMX/Altivec, assembler, etc) - Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This does not need to be run unless tweaking the code, and thus doesn't need integration into the build system. - Went through all the drivers and tried to weed out all the "Uint16" references that are better specified with the new SDL_AudioFormat typedef. - Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them with new SDL_AUDIO_* macros. - Added initial float32 and int32 support code. Theoretically, existing drivers will push these through converters to get the data they want to feed to the hardware. Still TODO: - Optimize and debug new converters. - Update the CoreAudio backend to accept float32 data directly. - Other backends, too? - SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files (both of which exist and can be generated by 'sox' for testing purposes). - Update the mixer to handle new datatypes. - Optionally update SDL_sound and SDL_mixer, etc.
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