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OpenGL ES 2.0 rendering LIVES!
2011-02-06, by Sam Lantinga
Fixed compiling source shaders
2011-02-06, by Sam Lantinga
Whoops, duplicate case
2011-02-06, by Sam Lantinga
At least allow returning the values that were set.
2011-02-06, by Sam Lantinga
Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS
2011-02-06, by Sam Lantinga
Updated the iPhone demos for the new API
2011-02-06, by Sam Lantinga
Since we changed the API entirely, just remove the old function names
2011-02-06, by Sam Lantinga
Fixed crash when binary shaders are not available.
2011-02-06, by Sam Lantinga
Updated Xcode project with moved and removed files
2011-02-06, by Sam Lantinga
Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
2011-02-06, by Sam Lantinga
Minor consistency cleanup and documentation link update.
2011-02-06, by Sam Lantinga
Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.
2011-02-06, by Sam Lantinga
Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
2011-02-06, by Sam Lantinga
Created a simpler version of SDL_SetHint() that doesn't need a priority.
2011-02-05, by Sam Lantinga
Updated the DirectFB support, from Couriersud
2011-02-05, by Sam Lantinga
Updated Mac OS X and iOS projects
2011-02-05, by Sam Lantinga
Fixed compiling the automated test
2011-02-05, by Sam Lantinga
Updated projects
2011-02-05, by Sam Lantinga
Renamed files for consistency
2011-02-05, by Sam Lantinga
Fixed newlines
2011-02-05, by Sam Lantinga
Updated Visual Studio 2010 project
2011-02-04, by Sam Lantinga
Added the SDL_HINT_RENDER_DRIVER and SDL_HINT_RENDER_VSYNC hints.
2011-02-05, by Sam Lantinga
Allow SDL_HINT_FRAMEBUFFER_ACCELERATION to specify the renderer to use.
2011-02-05, by Sam Lantinga
Added a hint to determine whether framebuffer texture acceleration should be used, and added default behaviors for the various platforms.
2011-02-05, by Sam Lantinga
Added a hint system to allow configuration hints to be specified by the application.
2011-02-05, by Sam Lantinga
Removed execute permissions on source files.
2011-02-05, by Sam Lantinga
Fixed permissions on the Android config header.
2011-02-05, by Sam Lantinga
Updated the name of the Direct3D renderer.
2011-02-05, by Sam Lantinga
Allow resizing of testsprite
2011-02-04, by Sam Lantinga
Restored SDL_BLENDMODE_MOD for MAME
2011-02-04, by Sam Lantinga
Removed a bunch of X11 support that we no longer need.
2011-02-04, by Sam Lantinga
Added the X11 framebuffer implementation. Simple! :)
2011-02-04, by Sam Lantinga
The format detection code works better with 555 and 565 pixel formats
2011-02-04, by Sam Lantinga
SDL_SetTextureBlendMode broken, caught by Kai Sterker - Thanks!
2011-02-05, by Sam Lantinga
These aren't executable files. :)
2011-02-04, by Sam Lantinga
Fixed compiling on Windows CE
2011-02-04, by Sam Lantinga
Removed missing file
2011-02-04, by Sam Lantinga
Use the exact format of the window if possible, for speed.
2011-02-04, by Sam Lantinga
Added the Windows framebuffer implementation.
2011-02-04, by Sam Lantinga
Don't free the surface since the application might be still using it.
2011-02-04, by Sam Lantinga
Standardized on using the managed texture pool.
2011-02-04, by Sam Lantinga
Don't free the surface since the application might be still using it.
2011-02-04, by Sam Lantinga
Removed unused variables
2011-02-04, by Sam Lantinga
Fixed compile error
SDL-1.2
2011-02-04, by Sam Lantinga
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
2011-02-03, by Sam Lantinga
Fixed recursion crash when setting SDL_VIDEO_RENDERER=software
2011-02-03, by Sam Lantinga
Fixed crash if SDL_VideoDriverName() is passed a NULL namebuf
2011-02-03, by Sam Lantinga
Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface.
2011-02-03, by Sam Lantinga
Extended SDL_SetWindowData() to allow arbitrary named values.
2011-02-03, by Sam Lantinga
Added an intro to the features and goals of the 2D rendering API.
2011-02-03, by Sam Lantinga
Making the API simpler, moved the surface drawing functions to the software renderer.
2011-02-03, by Sam Lantinga
Updated for API changes
2011-02-03, by Sam Lantinga
Fixed building for Android
2011-02-03, by Sam Lantinga
Re-ordered platforms based on frequency
2011-02-03, by Sam Lantinga
Create the video texture based on the available texture formats, not the backbuffer format.
2011-02-03, by Sam Lantinga
Simplified and improved the process of creating a texture from a surface.
2011-02-03, by Sam Lantinga
Making the API simpler, removed the writepixels interface
2011-02-03, by Sam Lantinga
Made it possible to create a texture of any format, even if not supported by the renderer.
2011-02-03, by Sam Lantinga
Fixed compiling on Windows
2011-02-02, by Sam Lantinga
Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library.
2011-02-02, by Sam Lantinga
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