Sat, 20 Dec 2008 12:32:53 +0000 Added a test program for line drawing
Sam Lantinga <slouken@libsdl.org> [Sat, 20 Dec 2008 12:32:53 +0000] rev 2887
Added a test program for line drawing
Sat, 20 Dec 2008 12:32:38 +0000 Minor corrections
Sam Lantinga <slouken@libsdl.org> [Sat, 20 Dec 2008 12:32:38 +0000] rev 2886
Minor corrections
Sat, 20 Dec 2008 12:32:25 +0000 indent
Sam Lantinga <slouken@libsdl.org> [Sat, 20 Dec 2008 12:32:25 +0000] rev 2885
indent
Sat, 20 Dec 2008 12:00:00 +0000 Date: Fri, 19 Dec 2008 20:17:35 +0100
Sam Lantinga <slouken@libsdl.org> [Sat, 20 Dec 2008 12:00:00 +0000] rev 2884
Date: Fri, 19 Dec 2008 20:17:35 +0100 From: Couriersud Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions > For consistency you'd probably want: > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a); > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode); > SDL_RenderLine(int x1, int y1, int x2, int y2); > SDL_RenderFill(SDL_Rect *rect); > > You probably also want to add API functions query the current state. > I have implemented the above api for the opengl, x11, directfb and software renderers. I have also renamed *TEXTUREBLENDMODE* constants to BLENDMODE*. The unix build compiles. The windows renderer still needs to be updated, but I have no windows development machine at hand. Have a look at the x11 renderer for a sample. Vector games now run at 90% both on opengl and directfb in comparison to sdlmame's own opengl renderer. The same applies to raster games. The diff also includes a) Changed XDrawRect to XFillRect in x11 renderer b) A number of changes to fix blending and modulation issues in the directfb renderer.
Sat, 20 Dec 2008 08:41:05 +0000 indent
Sam Lantinga <slouken@libsdl.org> [Sat, 20 Dec 2008 08:41:05 +0000] rev 2883
indent
Sat, 20 Dec 2008 06:46:37 +0000 Fixed crash when resizing YUV textures
Sam Lantinga <slouken@libsdl.org> [Sat, 20 Dec 2008 06:46:37 +0000] rev 2882
Fixed crash when resizing YUV textures
Fri, 19 Dec 2008 09:15:59 +0000 More resampling fixes.
Ryan C. Gordon <icculus@icculus.org> [Fri, 19 Dec 2008 09:15:59 +0000] rev 2881
More resampling fixes.
Fri, 19 Dec 2008 08:30:26 +0000 Allocate SDL_AudioCVT::coeff before using it.
Ryan C. Gordon <icculus@icculus.org> [Fri, 19 Dec 2008 08:30:26 +0000] rev 2880
Allocate SDL_AudioCVT::coeff before using it. FIXME: this is a memory leak. We don't have an SDL_FreeAudioCVT() yet.
Fri, 19 Dec 2008 06:43:41 +0000 Use SDL_zerop instead of SDL_memset.
Ryan C. Gordon <icculus@icculus.org> [Fri, 19 Dec 2008 06:43:41 +0000] rev 2879
Use SDL_zerop instead of SDL_memset.
Fri, 19 Dec 2008 06:01:03 +0000 Zero out SDL_AudioCVT struct before using it, to ensure it's all initialized.
Ryan C. Gordon <icculus@icculus.org> [Fri, 19 Dec 2008 06:01:03 +0000] rev 2878
Zero out SDL_AudioCVT struct before using it, to ensure it's all initialized.
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