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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
Fixed compiling with the latest API changes
2011-02-02, by Sam Lantinga
Removing Visual Studio projects for testpalette
2011-02-01, by Sam Lantinga
SDL doesn't actually support the physical/logical palette split anymore.
2011-02-01, by Sam Lantinga
Nobody is currently maintaining the QNX code, so removing it for now.
2011-02-01, by Sam Lantinga
Making the API simpler, removed support for palettized video modes and textures.
2011-02-01, by Sam Lantinga
The DrawRect API is implemented using lines
2011-02-01, by Sam Lantinga
The rendering functions take a context so it's clear what window they're drawing to. This also potentially opens to the door to multi-threaded rendering in the future.
2011-02-01, by Sam Lantinga
Added functions to watch events as they go through the event queue.
2011-02-01, by Sam Lantinga
Split the rendering API out into a separate header file.
2011-02-01, by Sam Lantinga
The renderers always support texture modulation and blend modes.
2011-02-01, by Sam Lantinga
Renumbered the renderer flags
2011-02-01, by Sam Lantinga
Making the API simpler, the renderer present semantics are always having a backbuffer and then discarding it. This is best for hardware accelerated rendering.
2011-02-01, by Sam Lantinga
Making the API simpler, texture color and alpha modulation are supported by all renderers.
2011-01-31, by Sam Lantinga
Making the API simpler, the blend modes are "none, blend, add" and are supported by all renderers.
2011-01-31, by Sam Lantinga
Removed more partially functional renderers
2011-01-31, by Sam Lantinga
Making the API simpler, scaling is always defined as linear interpolation and should be supported as much as possible on all renderers.
2011-01-31, by Sam Lantinga
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