Sun, 07 Dec 2008 22:25:16 +0000 Fixed crash in testpalette and potential crash in SDL_LoadBMP_RW()
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 22:25:16 +0000] rev 2851
Fixed crash in testpalette and potential crash in SDL_LoadBMP_RW()
Sun, 07 Dec 2008 22:04:24 +0000 Whoops, fixed pitch bug after resizing a surface
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 22:04:24 +0000] rev 2850
Whoops, fixed pitch bug after resizing a surface
Sun, 07 Dec 2008 21:53:28 +0000 There's no reason to add extra code to notify the mice of window size changes.
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 21:53:28 +0000] rev 2849
There's no reason to add extra code to notify the mice of window size changes. Just query the window size when we care about it. :)
Sun, 07 Dec 2008 07:16:40 +0000 Comment cleanup.
Ryan C. Gordon <icculus@icculus.org> [Sun, 07 Dec 2008 07:16:40 +0000] rev 2848
Comment cleanup.
Sun, 07 Dec 2008 07:06:34 +0000 Don't hardcode RECT for fragment program texture targets.
Ryan C. Gordon <icculus@icculus.org> [Sun, 07 Dec 2008 07:06:34 +0000] rev 2847
Don't hardcode RECT for fragment program texture targets. Now we can generate what a given system needs when compiling the shader.
Sun, 07 Dec 2008 04:38:32 +0000 Slight optimization of the shader, no need to scale into 0..255
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 04:38:32 +0000] rev 2846
Slight optimization of the shader, no need to scale into 0..255
Sun, 07 Dec 2008 04:02:23 +0000 Added official support for GL_APPLE_ycbcr_422 and GL_MESA_ycbcr_texture
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 04:02:23 +0000] rev 2845
Added official support for GL_APPLE_ycbcr_422 and GL_MESA_ycbcr_texture
Sat, 06 Dec 2008 18:37:06 +0000 The YCbCr texture extension works now that bytes_per_pixel() returns the
Sam Lantinga <slouken@libsdl.org> [Sat, 06 Dec 2008 18:37:06 +0000] rev 2844
The YCbCr texture extension works now that bytes_per_pixel() returns the correct value for YUV textures. Yay! I'm still cheering for Ryan's pixel shader instead, since once it works different shaders can handle all the YUV formats.
Sat, 06 Dec 2008 18:22:28 +0000 Fixed the shader fragment problems using 2 byte YUV data in a 4 byte RGB
Sam Lantinga <slouken@libsdl.org> [Sat, 06 Dec 2008 18:22:28 +0000] rev 2843
Fixed the shader fragment problems using 2 byte YUV data in a 4 byte RGB texture. This is a total hack though. Maybe we should be using a different texture format?
Sat, 06 Dec 2008 17:50:50 +0000 Date: Sat, 06 Dec 2008 15:27:00 +0100
Sam Lantinga <slouken@libsdl.org> [Sat, 06 Dec 2008 17:50:50 +0000] rev 2842
Date: Sat, 06 Dec 2008 15:27:00 +0100 From: Couriersud Subject: SDL: Relative mouse movements The patch below will reenable processing of relative mouse movements. The DirectFB drivers generates those in "grabbed" mode. These ensure, that even in fullscreen mode relative movements are reported. SDLMAME depends on this for games with trackballs. Looking at the code I ask myself whether relative movements should be handled in the drivers (x11, directfb). Both x11 and directfb are able to report relative movements. This would leave it to the driver to use the most appropriate method for relative movements when at the border of a fullscreen window or being "grabbed".
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