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Setup the screensaver in the OpenGL case as well.
2011-02-16, by Sam Lantinga
Fixed bug #963 (Crash with OpenGL & window resizing)
2011-02-16, by Sam Lantinga
Building SDL_revision.h is a dependency of installing the headers. :)
2011-02-16, by Sam Lantinga
Made it possible to build SDL from a fresh checkout without any additional steps.
2011-02-16, by Sam Lantinga
Needed to allocate memory for the shadow surface if we needed to create one.
2011-02-16, by Sam Lantinga
Okay, _now_ SDL_WM_ToggleFullScreen() works on all platforms. :)
2011-02-16, by Sam Lantinga
Hot damn, SDL_WM_ToggleFullScreen() works on all platforms now. :)
2011-02-16, by Sam Lantinga
Fixed resetting the Direc3D renderer on mode change
2011-02-16, by Sam Lantinga
Fixed a host of issues with Windows fullscreen modes. Toggling fullscreen OpenGL works now in my test environment.
2011-02-15, by Sam Lantinga
Allow centering on a different display
2011-02-15, by Sam Lantinga
Fixed gcc -pedantic warning
2011-02-15, by Sam Lantinga
Implemented X11 fullscreen toggling with modern window managers
2011-02-15, by Sam Lantinga
Patch to fix includes from Frank Zago
2011-02-15, by Sam Lantinga
Don't accidentally pick a YV12 format as the closest format.
2011-02-15, by Sam Lantinga
Don't reset the viewport unless you have to.
2011-02-15, by Sam Lantinga
Whoops, need to actually clip to the viewport in the software renderer.
2011-02-15, by Sam Lantinga
Changed the concept of a render clip rect to a render viewport.
2011-02-15, by Sam Lantinga
Software scaling support. Not very fast, but it seems to work.
2011-02-14, by Ken Rogoway
Patch from Ken Rogoway:
2011-02-14, by Sam Lantinga
Center the old SDL 1.2 screen in the window if we can't get the size we wanted.
2011-02-13, by Sam Lantinga
Fixed crash while resizing a window on Mac OS X.
2011-02-13, by Sam Lantinga
The format_version isn't used anymore.
2011-02-13, by Sam Lantinga
Fixed renderer variable scope.
2011-02-13, by Sam Lantinga
Removed renderer definition, removed extra -I statements since no other platform has them (files should be explicit in their include paths).
2011-02-13, by Sam Lantinga
Frank Zago to SDL
2011-02-13, by Sam Lantinga
A few fixes:
2011-02-13, by Sam Lantinga
Whoops, work in progress, didn't mean to commit.
2011-02-13, by Sam Lantinga
Updated the platform test for the new CPU feature functions.
2011-02-13, by Sam Lantinga
Needed to pass the renderer in.
2011-02-13, by Sam Lantinga
Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
2011-02-12, by Eric Wing
merged
2011-02-12, by Eric Wing
merged
2011-02-12, by Eric Wing
removed sail.bmp from Xcode project
2011-02-06, by Eric Wing
merged
2011-02-06, by Eric Wing
merged: might need to check main.c in the iOS template to make sure no changes were abandoned.
2011-02-01, by Eric Wing
iOS Xcode project template fixes/changes.
2011-01-31, by Eric Wing
New iOS Xcode target to build libSDL.a and lipo Simulator & Device binaries together.
2011-01-31, by Eric Wing
Fixed bug #1117
2011-02-12, by Sam Lantinga
Fixed bug #1116
2011-02-12, by Sam Lantinga
changeset: 5278:b4b71ec2af73
2011-02-12, by Sam Lantinga
This should match the header change.
2011-02-12, by Sam Lantinga
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
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
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