Sat, 03 Aug 2013 12:54:39 -0300 Fixes bug #1889, allows for GL Context deletion/recreation on Android
Gabriel Jacobo <gabomdq@gmail.com> [Sat, 03 Aug 2013 12:54:39 -0300] rev 7567
Fixes bug #1889, allows for GL Context deletion/recreation on Android Thanks ny00!
Sat, 03 Aug 2013 02:20:00 -0400 Some fixes for SDL_MaximizeWindow().
Ryan C. Gordon <icculus@icculus.org> [Sat, 03 Aug 2013 02:20:00 -0400] rev 7566
Some fixes for SDL_MaximizeWindow(). Fixes Bugzilla #1441.
Fri, 02 Aug 2013 18:25:20 -0400 Fixed some whitespace.
Ryan C. Gordon <icculus@icculus.org> [Fri, 02 Aug 2013 18:25:20 -0400] rev 7565
Fixed some whitespace.
Fri, 02 Aug 2013 12:38:39 -0300 Temporary fix for bug #1639 SDL does not message back closing of screen keyboard
Gabriel Jacobo <gabomdq@gmail.com> [Fri, 02 Aug 2013 12:38:39 -0300] rev 7564
Temporary fix for bug #1639 SDL does not message back closing of screen keyboard See FIXME notes on patch for details.
Thu, 01 Aug 2013 09:15:36 -0700 Fixed bug 1968 - SDL_RenderCopy stretch loses proportion on viewport boundaries for 3D renderers
Sam Lantinga <slouken@libsdl.org> [Thu, 01 Aug 2013 09:15:36 -0700] rev 7563
Fixed bug 1968 - SDL_RenderCopy stretch loses proportion on viewport boundaries for 3D renderers driedfruit SDL_RenderCopy clips dstrect against the viewport. Then it adjusts the srcrect by "appropriate" amount of pixels. This amount is actually wrong, quite a lot, because of the rounding errors introduced in the "* factor / factor" scale. real_srcrect.x += (deltax * real_srcrect.w) / dstrect->w; real_srcrect.w += (deltaw * real_srcrect.w) / dstrect->w; For example: I have a 32 x 32 srcrect and a 64 x 64 dstrect. So far the stretching is done perfectly, by a factor of 2. Now, consider dstrect being clipped against the viewport, so it becomes 56 x 64. Now, the factor becomes 1.75 ! The adjustment to "srcrect" can't handle this, cause srcrect is in integers. And thus we now have incorrect mapping, with dstrect not being in the right proportion to srcrect. The problem is most evident when upscaling stuff, like displaying a 8x8 texture with a zoom of 64 or more, and moving it beyond the corners of the screen. It *looks* really really bad. Note: RenderCopyEX does no such clipping, and is right to do so. The fix would be to remove any such clipping from RenderCopy too. And then fix the software renderer, because it has the same fault, independently of RenderCopy. [attached patch] this leaves Software Renderer buggy, as it does it's own clipping later on
Thu, 01 Aug 2013 01:29:07 -0700 Fixed bug 1638 - Blit Alpha surface bug
Sam Lantinga <slouken@libsdl.org> [Thu, 01 Aug 2013 01:29:07 -0700] rev 7562
Fixed bug 1638 - Blit Alpha surface bug The DUFFS_LOOP_124() macro was trying to be too clever and wasn't doing the right thing, it was checking n & 4 instead of width. I'm not sure how we didn't catch this before, but it should be fixed now.
Thu, 01 Aug 2013 01:50:02 -0400 Windows: Unstick shift keys in a timely manner when the OS loses a KEYUP event.
Ryan C. Gordon <icculus@icculus.org> [Thu, 01 Aug 2013 01:50:02 -0400] rev 7561
Windows: Unstick shift keys in a timely manner when the OS loses a KEYUP event. Fixes Bugzilla #1959.
Wed, 31 Jul 2013 21:31:23 -0700 More work on bug 1999, added missing CFBundleExecutable key to Info.plist
Sam Lantinga <slouken@libsdl.org> [Wed, 31 Jul 2013 21:31:23 -0700] rev 7560
More work on bug 1999, added missing CFBundleExecutable key to Info.plist
Thu, 01 Aug 2013 00:27:22 -0400 Move the fix for Bugzilla #1395 into WIN_GL_SetupWindow() directly.
Ryan C. Gordon <icculus@icculus.org> [Thu, 01 Aug 2013 00:27:22 -0400] rev 7559
Move the fix for Bugzilla #1395 into WIN_GL_SetupWindow() directly. It's a cleaner solution.
Wed, 31 Jul 2013 21:22:09 -0700 Documented why we have global and thread-local variables for the GL context.
Sam Lantinga <slouken@libsdl.org> [Wed, 31 Jul 2013 21:22:09 -0700] rev 7558
Documented why we have global and thread-local variables for the GL context.
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