Sun, 20 Oct 2013 15:49:52 -0400 Fixed goofy logic in haptic device comparison code.
Ryan C. Gordon <icculus@icculus.org> [Sun, 20 Oct 2013 15:49:52 -0400] rev 7846
Fixed goofy logic in haptic device comparison code. Mitchell Keith Bloch did the research on this bug, and came up with a slightly different patch than this. Partially fixes Bugzilla #2126.
Sun, 20 Oct 2013 15:45:48 -0400 Don't bother calling SDL_SYS_HapticEffectType() at all for XInput devices.
Ryan C. Gordon <icculus@icculus.org> [Sun, 20 Oct 2013 15:45:48 -0400] rev 7845
Don't bother calling SDL_SYS_HapticEffectType() at all for XInput devices.
Sun, 20 Oct 2013 15:40:20 -0400 Fix adding of XInput devices (thanks, Mitchell!)
Ryan C. Gordon <icculus@icculus.org> [Sun, 20 Oct 2013 15:40:20 -0400] rev 7844
Fix adding of XInput devices (thanks, Mitchell!) Partially fixes Bugzilla #2126.
Sun, 20 Oct 2013 10:39:26 -0700 It's okay to quit things more than once.
Sam Lantinga <slouken@libsdl.org> [Sun, 20 Oct 2013 10:39:26 -0700] rev 7843
It's okay to quit things more than once.
Sun, 20 Oct 2013 10:35:51 -0700 Use vertex arrays for drawing points in addition to lines
Sam Lantinga <slouken@libsdl.org> [Sun, 20 Oct 2013 10:35:51 -0700] rev 7842
Use vertex arrays for drawing points in addition to lines
Sun, 20 Oct 2013 10:19:51 -0700 Fixed bug 1392 - Debian patch: do not propagate -lpthread
Sam Lantinga <slouken@libsdl.org> [Sun, 20 Oct 2013 10:19:51 -0700] rev 7841
Fixed bug 1392 - Debian patch: do not propagate -lpthread manuel.montezelo Since the bug report[1] in 2006 Debian is shipping the patch attached. [1] http://bugs.debian.org/375822 Maybe nowadays you don't propagate that library for linking, so maybe the patch should be dropped, but at the moment I do not have an easy/quick way to check it. So I am submitting this report in the case that you consider it useful (even if maybe the patch itself has to be reworked), or otherwise learn if the patch is unneeded or even harmful.
Sun, 20 Oct 2013 10:10:14 -0700 Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines
Sam Lantinga <slouken@libsdl.org> [Sun, 20 Oct 2013 10:10:14 -0700] rev 7840
Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines Sean McKean I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure? I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
Sun, 20 Oct 2013 09:58:37 -0700 Fixed compiling with the new X11 symbol wrapping
Sam Lantinga <slouken@libsdl.org> [Sun, 20 Oct 2013 09:58:37 -0700] rev 7839
Fixed compiling with the new X11 symbol wrapping
Sun, 20 Oct 2013 17:23:43 +0200 Fix bug 1300 by querying current border size in ConfigureNotify, and adjusting window coordinates accordingly.
Stefanos Apostolopoulos <stapostol@gmail.com> [Sun, 20 Oct 2013 17:23:43 +0200] rev 7838
Fix bug 1300 by querying current border size in ConfigureNotify, and adjusting window coordinates accordingly.
Sat, 19 Oct 2013 01:29:23 -0700 Fixed bug 2162 - SDL_RenderClear not clearing entire render target
Sam Lantinga <slouken@libsdl.org> [Sat, 19 Oct 2013 01:29:23 -0700] rev 7837
Fixed bug 2162 - SDL_RenderClear not clearing entire render target Kevin Wells Overview: SDL_RenderClear is only clearing part of a texture when it is the render target and a different size than the screen. Steps to Reproduce: 1) This only occurs with the render driver set to direct3d, so: SDL_SetHint(SDL_HINT_RENDER_DRIVER,"direct3d") Also, my window was 1280x720. 2) Create a texture for a render target with a resolution of 1024x1024: texture=SDL_CreateTexture(main_window.renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,1024,1024); SDL_SetTextureBlendMode(texture,SDL_BLENDMODE_BLEND); 3) Target the texture for rendering: SDL_SetRenderTarget(main_window.renderer,texture); 4) Set the draw color to whatever you want (problem occurs with both 0,0,0,0 and 0,0,0,255 among others) and then clear the render target: SDL_SetRenderDrawColor(main_window.renderer,0,0,0,0); SDL_RenderClear(main_window.renderer); Actual Results: Only about the top 3/4s of the texture gets cleared on calling SDL_RenderClear. The bottom 1/4 or so does not clear. Expected Results: Entire render target should be cleared.
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