Fri, 27 Nov 2009 19:29:27 +0000 Joe 2009-11-23 21:31:10 PST
Sam Lantinga <slouken@libsdl.org> [Fri, 27 Nov 2009 19:29:27 +0000] rev 3496
Joe 2009-11-23 21:31:10 PST If type is ::SDL_HAPTIC_CARTESIAN, direction is encoded by three positions 367 * (X axis, Y axis and Z axis (with 3 axes)). ::SDL_HAPTIC_CARTESIAN uses 368 * the first three \c dir parameters. The cardinal directions would be: 369 * - North: 0,-1, 0 370 * - East: -1, 0, 0 371 * - South: 0, 1, 0 372 * - West: 1, 0, 0 typedef struct SDL_HapticDirection { Uint8 type; /**< The type of encoding. */ Uint16 dir[3]; /**< The encoded direction. */ } SDL_HapticDirection; An unsigned int can't store negative values and I don't see an alternate way to encode them in the docs or source. The best I have been able to come up with is using a negative magnitude for the effect but this will only get me 2 of the 4 quadrants in the plane for 2d effects. I looked at the win32 and linux implementations and I believe is is safe to use signed ints in the direction struct. I am unfamiliar with the darwin haptics API so I don't know if it is safe.
Fri, 27 Nov 2009 03:11:26 +0000 Adam Strzelecki to SDL
Sam Lantinga <slouken@libsdl.org> [Fri, 27 Nov 2009 03:11:26 +0000] rev 3495
Adam Strzelecki to SDL D3D renderer shall try mapping YV12 and I420 (IYUV) to D3D texture formats via FOURCC. This will enable HW acceleration for those formats when driver is capable (most of them are). Note that SDL's IYUV maps I420 FOURCC on Woe.
Thu, 26 Nov 2009 05:55:57 +0000 Adam Strzelecki to SDL
Sam Lantinga <slouken@libsdl.org> [Thu, 26 Nov 2009 05:55:57 +0000] rev 3494
Adam Strzelecki to SDL Currently SDL uses GL_RGB for internalFormat when GL_YCBCR_MESA is passed as format for glTextImage2D when using Linux Mesa's OpenGL. However this is wrong and makes glTextImage2D fail with invalid argument error. GL_YCBCR_MESA should be also internalFormat (not GL_RGB) there and this is what can be found googling various source codes using GL_YCBCR_MESA.
Wed, 25 Nov 2009 07:42:23 +0000 SDL_CreateWindowFrom() is actually going to be supported. :)
Sam Lantinga <slouken@libsdl.org> [Wed, 25 Nov 2009 07:42:23 +0000] rev 3493
SDL_CreateWindowFrom() is actually going to be supported. :)
Wed, 25 Nov 2009 06:24:15 +0000 Clarified the windowID parameter
Sam Lantinga <slouken@libsdl.org> [Wed, 25 Nov 2009 06:24:15 +0000] rev 3492
Clarified the windowID parameter
Wed, 25 Nov 2009 06:00:00 +0000 Add error messages for failure cases
Sam Lantinga <slouken@libsdl.org> [Wed, 25 Nov 2009 06:00:00 +0000] rev 3491
Add error messages for failure cases
Wed, 25 Nov 2009 04:41:09 +0000 Added the automated test to the Visual Studio 2008 project
Sam Lantinga <slouken@libsdl.org> [Wed, 25 Nov 2009 04:41:09 +0000] rev 3490
Added the automated test to the Visual Studio 2008 project
Tue, 24 Nov 2009 19:28:27 +0000 Override renderer for OpenGL window, only in case if OpenGL or OpenGL ES renderers are enabled.
Mike Gorchak <lestat@i.com.ua> [Tue, 24 Nov 2009 19:28:27 +0000] rev 3489
Override renderer for OpenGL window, only in case if OpenGL or OpenGL ES renderers are enabled.
Tue, 24 Nov 2009 16:43:18 +0000 Fixed bug #771
Sam Lantinga <slouken@libsdl.org> [Tue, 24 Nov 2009 16:43:18 +0000] rev 3488
Fixed bug #771 Cleaned up the code a bit and made sure that an OpenGL window gets the OpenGL renderer. Inspired by a patch from Mason Wheeler.
Tue, 24 Nov 2009 08:12:32 +0000 Eric Wing to Sam, hfutrell
Sam Lantinga <slouken@libsdl.org> [Tue, 24 Nov 2009 08:12:32 +0000] rev 3487
Eric Wing to Sam, hfutrell This one is quite puzzling. I found a partial workaround, but I don't fully understand the reasons yet. First, the console is complaining about not finding a nib for MainWindow. I tried removing the entry for this in the info.plist, and the message went away, but it didn't really change anything. Second, I stepped through this with the debugger and broke up some lines. It seems that the basic act of calling view = [SDL_uikitopenglview alloc]; or even view = [SDL_uikitview alloc] will crash the program. The debugger messages plus the stack trace make me think it's not finding the SDL_uikitview classes for some reason. But I don't understand why this would be. view = [UIView alloc] will not crash the program. For kicks, I added a new definition of a class called SDL_object which subclasses NSObject in the same files as SDL_uikitopenglview and then call view = [SDL_object alloc]; This does not crash the program. So, then I modified SDL_object to subclass UIView. No crash. Next, I made SDL_object subclass UIView<UITextFieldDelegate> . This crashes. So it is the act of conforming to the UITextFieldDelegate protocol that is crashing things. I don't understand why it would crash on alloc though. I'm guessing either a delegate needs to be set somewhere or one of the required methods needs to be implemented. But in the former case, I would not expect a crash, but a silent message to nil and something else doesn't work. And in the latter case, I would expect a compiler warning and an exception thrown instead of a crash. Anyway, my temporary workaround is to change the interface declaration for SDL_uikitview to look like: #if SDL_IPHONE_KEYBOARD @interface SDL_uikitview : UIView<UITextFieldDelegate> { #else @interface SDL_uikitview : UIView { #endif And then disable the keyboard support in the SDL_config_iphoneos.h file. /* enable iPhone keyboard support */ #define SDL_IPHONE_KEYBOARD 0 -Eric On Nov 23, 2009, at 1:43 AM, Sam Lantinga wrote: > I ran into a blocking startup crash with the Happy demo on iPhone OS 3.1.2 on my new iPhone: > > #0 0x323fea14 in _class_isInitialized > #1 0x323fea68 in _class_initialize > #2 0x32403e92 in prepareForMethodLookup > #3 0x32401244 in lookUpMethod > #4 0x323fea10 in _class_lookupMethodAndLoadCache > #5 0x323fe746 in objc_msgSend_uncached > #6 0x323feb26 in _class_initialize > #7 0x323fea58 in _class_initialize > #8 0x32403e92 in prepareForMethodLookup > #9 0x32401244 in lookUpMethod > #10 0x323fea10 in _class_lookupMethodAndLoadCache > #11 0x323fe746 in objc_msgSend_uncached > #12 0x000554dc in UIKit_GL_CreateContext at SDL_uikitopengles.m:103 > #13 0x0004f89e in SDL_GL_CreateContext at SDL_video.c:3155 > #14 0x000579e8 in GLES_CreateRenderer at SDL_renderer_gles.c:282 > #15 0x0004d7b8 in SDL_CreateRenderer at SDL_video.c:1509 > #16 0x00002bc2 in SDL_main at happy.c:156 > #17 0x000571b2 in -[SDLUIKitDelegate postFinishLaunch] at > SDL_uikitappdelegate.m:77 > #18 0x313f9ef2 in __NSFireDelayedPerform > #19 0x32567bb2 in CFRunLoopRunSpecific > #20 0x3256735c in CFRunLoopRunInMode > #21 0x32912cbe in GSEventRunModal > #22 0x32912d6a in GSEventRun > #23 0x32b6276e in -[UIApplication _run] > #24 0x32b61472 in UIApplicationMain > #25 0x00057088 in main at SDL_uikitappdelegate.m:50 > > Any ideas? > > See ya! > -- > -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
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