Sun, 22 Nov 2009 07:00:26 +0000 More fixes to compile under Visual C++
Sam Lantinga <slouken@libsdl.org> [Sun, 22 Nov 2009 07:00:26 +0000] rev 3482
More fixes to compile under Visual C++
Sun, 22 Nov 2009 06:42:58 +0000 Fixed include paths for Visual C++
Sam Lantinga <slouken@libsdl.org> [Sun, 22 Nov 2009 06:42:58 +0000] rev 3481
Fixed include paths for Visual C++
Sun, 22 Nov 2009 06:37:43 +0000 The Direct3D Read/Write pixels interface is in progress.
Sam Lantinga <slouken@libsdl.org> [Sun, 22 Nov 2009 06:37:43 +0000] rev 3480
The Direct3D Read/Write pixels interface is in progress.
Sun, 22 Nov 2009 06:34:45 +0000 Whoops, actually set the SDL error, don't just print the error.
Sam Lantinga <slouken@libsdl.org> [Sun, 22 Nov 2009 06:34:45 +0000] rev 3479
Whoops, actually set the SDL error, don't just print the error.
Sat, 21 Nov 2009 08:42:42 +0000 Added support for QNX default font. Backspace and Return keys now handled.
Mike Gorchak <lestat@i.com.ua> [Sat, 21 Nov 2009 08:42:42 +0000] rev 3478
Added support for QNX default font. Backspace and Return keys now handled.
Sat, 21 Nov 2009 07:59:19 +0000 We want to be strict on software renderer tests and opaque tests, but give a decent margin for blending inaccuracy for the blended tests.
Sam Lantinga <slouken@libsdl.org> [Sat, 21 Nov 2009 07:59:19 +0000] rev 3477
We want to be strict on software renderer tests and opaque tests, but give a decent margin for blending inaccuracy for the blended tests.
Sat, 21 Nov 2009 07:46:12 +0000 Increased tolerance a little bit more for multiple blending passes accumulating error.
Sam Lantinga <slouken@libsdl.org> [Sat, 21 Nov 2009 07:46:12 +0000] rev 3476
Increased tolerance a little bit more for multiple blending passes accumulating error.
Sat, 21 Nov 2009 07:26:52 +0000 Added comment for pixel-perfect line workaround.
Sam Lantinga <slouken@libsdl.org> [Sat, 21 Nov 2009 07:26:52 +0000] rev 3475
Added comment for pixel-perfect line workaround.
Sat, 21 Nov 2009 07:22:59 +0000 Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later.
Sam Lantinga <slouken@libsdl.org> [Sat, 21 Nov 2009 07:22:59 +0000] rev 3474
Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later. If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
Sat, 21 Nov 2009 07:14:21 +0000 This is terrible, but the OpenGL standard says that lines are half open, which means that one endpoint is not covered so adjoining lines don't overlap. It also doesn't define which end is open, and indeed Mac OS X and Linux differ. Mac OS X seems to leave the second endpoint open, but Linux uses the right-most endpoint for x major lines and the bottom-most endpoint for y major lines.
Sam Lantinga <slouken@libsdl.org> [Sat, 21 Nov 2009 07:14:21 +0000] rev 3473
This is terrible, but the OpenGL standard says that lines are half open, which means that one endpoint is not covered so adjoining lines don't overlap. It also doesn't define which end is open, and indeed Mac OS X and Linux differ. Mac OS X seems to leave the second endpoint open, but Linux uses the right-most endpoint for x major lines and the bottom-most endpoint for y major lines.
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