Fri, 04 Feb 2011 13:47:02 -0800 Use the exact format of the window if possible, for speed.
Sam Lantinga <slouken@libsdl.org> [Fri, 04 Feb 2011 13:47:02 -0800] rev 5176
Use the exact format of the window if possible, for speed.
Fri, 04 Feb 2011 12:29:58 -0800 Added the Windows framebuffer implementation.
Sam Lantinga <slouken@libsdl.org> [Fri, 04 Feb 2011 12:29:58 -0800] rev 5175
Added the Windows framebuffer implementation. This actually ends up being faster than Direct3D with a dynamic texture. (???)
Fri, 04 Feb 2011 12:26:01 -0800 Don't free the surface since the application might be still using it.
Sam Lantinga <slouken@libsdl.org> [Fri, 04 Feb 2011 12:26:01 -0800] rev 5174
Don't free the surface since the application might be still using it.
Fri, 04 Feb 2011 12:25:26 -0800 Standardized on using the managed texture pool.
Sam Lantinga <slouken@libsdl.org> [Fri, 04 Feb 2011 12:25:26 -0800] rev 5173
Standardized on using the managed texture pool. Also experimented with dynamic textures, but didn't get any speed increase with them. More research and testing is needed.
Fri, 04 Feb 2011 12:24:28 -0800 Don't free the surface since the application might be still using it.
Sam Lantinga <slouken@libsdl.org> [Fri, 04 Feb 2011 12:24:28 -0800] rev 5172
Don't free the surface since the application might be still using it. Also experimented with texture rectangle updates, but I think at this point the full rect update gives the most consistent results.
Fri, 04 Feb 2011 12:22:52 -0800 Removed unused variables
Sam Lantinga <slouken@libsdl.org> [Fri, 04 Feb 2011 12:22:52 -0800] rev 5171
Removed unused variables
Fri, 04 Feb 2011 09:07:39 -0800 Fixed compile error SDL-1.2
Sam Lantinga <slouken@libsdl.org> [Fri, 04 Feb 2011 09:07:39 -0800] rev 5170
Fixed compile error
Thu, 03 Feb 2011 21:13:55 -0800 Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
Sam Lantinga <slouken@libsdl.org> [Thu, 03 Feb 2011 21:13:55 -0800] rev 5169
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available. This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
Thu, 03 Feb 2011 17:42:58 -0800 Fixed recursion crash when setting SDL_VIDEO_RENDERER=software
Sam Lantinga <slouken@libsdl.org> [Thu, 03 Feb 2011 17:42:58 -0800] rev 5168
Fixed recursion crash when setting SDL_VIDEO_RENDERER=software
Thu, 03 Feb 2011 16:57:38 -0800 Fixed crash if SDL_VideoDriverName() is passed a NULL namebuf
Sam Lantinga <slouken@libsdl.org> [Thu, 03 Feb 2011 16:57:38 -0800] rev 5167
Fixed crash if SDL_VideoDriverName() is passed a NULL namebuf
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