Sun, 22 Dec 2013 21:13:35 -0500 WinRT: better rendering performance via D3D11_USAGE_DYNAMIC
David Ludwig <dludwig@pobox.com> [Sun, 22 Dec 2013 21:13:35 -0500] rev 8550
WinRT: better rendering performance via D3D11_USAGE_DYNAMIC
Sat, 21 Dec 2013 10:08:11 -0500 WinRT: enabled OpenGL ES 2 support by default
David Ludwig <dludwig@pobox.com> [Sat, 21 Dec 2013 10:08:11 -0500] rev 8549
WinRT: enabled OpenGL ES 2 support by default A copy of ANGLE/WinRT is still needed to run OpenGL content, but is not needed to compile SDL/WinRT.
Tue, 10 Dec 2013 22:34:08 -0500 WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display
David Ludwig <dludwig@pobox.com> [Tue, 10 Dec 2013 22:34:08 -0500] rev 8548
WinRT: fixed bug: SDL_RenderReadPixels didn't work with certain orientations of the physical display
Fri, 29 Nov 2013 00:21:56 -0500 WinRT: removed a now-complete TODO comment regarding Direct3D 11
David Ludwig <dludwig@pobox.com> [Fri, 29 Nov 2013 00:21:56 -0500] rev 8547
WinRT: removed a now-complete TODO comment regarding Direct3D 11
Fri, 29 Nov 2013 00:19:46 -0500 WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
David Ludwig <dludwig@pobox.com> [Fri, 29 Nov 2013 00:19:46 -0500] rev 8546
WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
Thu, 28 Nov 2013 22:59:21 -0500 WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
David Ludwig <dludwig@pobox.com> [Thu, 28 Nov 2013 22:59:21 -0500] rev 8545
WinRT: got the SDL-official OpenGL ES 2 changes working, in an experimental state
Thu, 28 Nov 2013 22:24:13 -0500 WinRT: implemented SDL_DetachThread() for WinRT
David Ludwig <dludwig@pobox.com> [Thu, 28 Nov 2013 22:24:13 -0500] rev 8544
WinRT: implemented SDL_DetachThread() for WinRT
Thu, 28 Nov 2013 22:09:21 -0500 WinRT: merged with latest SDL 2.x/HG code
David Ludwig <dludwig@pobox.com> [Thu, 28 Nov 2013 22:09:21 -0500] rev 8543
WinRT: merged with latest SDL 2.x/HG code SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
Thu, 28 Nov 2013 21:15:05 -0500 WinRT: fixed bug: touch input coordinates weren't normalized [0..1]
David Ludwig <dludwig@pobox.com> [Thu, 28 Nov 2013 21:15:05 -0500] rev 8542
WinRT: fixed bug: touch input coordinates weren't normalized [0..1] Thanks to Pierre-Yves for pointing this out and providing a fix!
Mon, 04 Nov 2013 19:54:29 -0500 WinRT: added experimental OpenGL ES 2.0 support
David Ludwig <dludwig@pobox.com> [Mon, 04 Nov 2013 19:54:29 -0500] rev 8541
WinRT: added experimental OpenGL ES 2.0 support A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base. To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'. From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext. The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL. Only Windows 8/8.1 is supported for now. Shaders may need to be precompiled, in some (all?) cases.
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