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changeset: 5272:cb08ef104ac4
2011-02-12, by Sam Lantinga
Removed the atomic file for the old API
2011-02-12, by Sam Lantinga
Frank Zago to sdl
2011-02-12, by Sam Lantinga
The YV12 image isn't w*h*2, it's actually w*h + w*h/4 + w*h/4
2011-02-12, by Sam Lantinga
Fixed a crash caused by the 1.2 code path getting a YV12 texture. :)
2011-02-12, by Sam Lantinga
Only expose the OpenGL flag to SDL 1.2 if it was requested.
2011-02-12, by Sam Lantinga
Removed private API use that was causing AppStore rejection
2011-02-12, by Sam Lantinga
Ah there, that fixed it. :)
2011-02-12, by Sam Lantinga
Initial pass at shader YV12 support - doesn't quite work yet.
2011-02-12, by Sam Lantinga
Fixed SSE4 detection, and split it into SSE 4.1 and 4.2
2011-02-11, by Sam Lantinga
Happy 2011! :)
2011-02-11, by Sam Lantinga
There is only one width and height for the window. If those are changed during the course of a fullscreen mode change, then they'll stay that size when returning to windowed mode.
2011-02-11, by Sam Lantinga
itsnotabigtruck has given me permission to replace the license for his contribution.
2011-02-11, by Sam Lantinga
Updated CPU detection code for SSE3 and SSE4 and removed obsolete 3DNow! and Altivec support.
2011-02-11, by Sam Lantinga
More removal of leak code.
2011-02-11, by Sam Lantinga
Finished removing unused leak detection code.
2011-02-11, by Sam Lantinga
Removed unused leak detection code.
2011-02-11, by Sam Lantinga
Cleaned up the file a bit for tutorial viewing
2011-02-11, by Sam Lantinga
Added a very simple example of texture streaming
2011-02-11, by Sam Lantinga
Fixed creating the window on Mac OS X.
2011-02-11, by Sam Lantinga
Fixed error check
2011-02-11, by Sam Lantinga
Fixed compile in Xcode
2011-02-11, by Sam Lantinga
Fixed compiling on Windows
2011-02-11, by Sam Lantinga
Mostly fixed fullscreen mode on Mac OS X, and you can toggle it on and off.
2011-02-11, by Sam Lantinga
Fixed cocoa trying to shuffling windows when going fullscreen on the main display.
2011-02-10, by Sam Lantinga
Allow windows to be created on non-primary displays.
2011-02-10, by Sam Lantinga
Window coordinates are in the global space and windows are not tied to a particular display.
2011-02-10, by Sam Lantinga
Fixed line endings - in Mercurial they're \n
2011-02-10, by Sam Lantinga
Be explicit about what display you're querying. The default display is 0.
2011-02-10, by Sam Lantinga
Removed gamma support since it wasn't widely used and not well supported.
2011-02-10, by Sam Lantinga
Better window parameter checking
2011-02-10, by Sam Lantinga
Surfaces aren't in hardware memory anymore!
2011-02-10, by Sam Lantinga
Added a scaling test program
2011-02-09, by Sam Lantinga
Updated Xcode project with OpenGL shader files
2011-02-09, by Sam Lantinga
Fixed compiling on Windows
2011-02-09, by Sam Lantinga
Fixed crash when shaders aren't available.
2011-02-09, by Sam Lantinga
Fixed crash when shaders are not supported
2011-02-09, by Sam Lantinga
Added a way to replace the default logging mechanism
2011-02-08, by Sam Lantinga
Added the ability to turn on logging output to the test programs
2011-02-08, by Sam Lantinga
Added a hint to control whether the OpenGL driver uses shaders.
2011-02-08, by Sam Lantinga
Added a simple GLSL example using SDL
2011-02-08, by Sam Lantinga
Made the shaders easier to debug when they don't compile
2011-02-08, by Sam Lantinga
Fixed the shaders (needed to use texture2DRect) - thanks Ryan!
2011-02-08, by Sam Lantinga
Fixed setting the texture unit, still doesn't work.
2011-02-08, by Sam Lantinga
Beginning of a framework for OpenGL shaders
2011-02-08, by Sam Lantinga
Reduce duplicated code in the texture update code paths
2011-02-08, by Sam Lantinga
Made it possible to disable the rendering subsystem with configure --disable-render
2011-02-08, by Sam Lantinga
It's now possible to disable the fast atomic operations, at a huge performance penalty.
2011-02-07, by Sam Lantinga
Added function SDL_RenderSetClipRect()
2011-02-07, by Sam Lantinga
Fixed stack overflow on Windows
2011-02-07, by Sam Lantinga
Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
2011-02-07, by Sam Lantinga
Added a simple log message API
2011-02-07, by Sam Lantinga
Renamed SDL_Key to SDL_Keycode to clarify terminology.
2011-02-07, by Sam Lantinga
Renamed SDLKey and SDLMod for consistency
2011-02-07, by Sam Lantinga
Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased.
2011-02-07, by Sam Lantinga
Create an OpenGL 1.1 context by default, if available.
2011-02-07, by Sam Lantinga
Updated testoverlay2 to use the SDL 2D rendering API
2011-02-07, by Sam Lantinga
Removed obsolete file
2011-02-07, by Sam Lantinga
You don't need to copy the pixels into the streaming texture's pixel data. This behavior is defined specifically to optimize the UpdateTexture path.
2011-02-06, by Sam Lantinga
OpenGL ES 2.0 rendering LIVES!
2011-02-06, by Sam Lantinga
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