Sun, 06 Feb 2011 19:12:55 -0800 Sam Lantinga OpenGL ES 2.0 rendering LIVES!
Sun, 06 Feb 2011 10:59:37 -0800 Sam Lantinga Fixed compiling source shaders
Sun, 06 Feb 2011 10:27:05 -0800 Sam Lantinga Whoops, duplicate case
Sun, 06 Feb 2011 10:24:08 -0800 Sam Lantinga At least allow returning the values that were set.
Sun, 06 Feb 2011 10:22:25 -0800 Sam Lantinga Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS
Sun, 06 Feb 2011 09:02:10 -0800 Sam Lantinga Updated the iPhone demos for the new API
Sun, 06 Feb 2011 08:57:29 -0800 Sam Lantinga Since we changed the API entirely, just remove the old function names
Sun, 06 Feb 2011 08:46:48 -0800 Sam Lantinga Fixed crash when binary shaders are not available.
Sun, 06 Feb 2011 02:41:32 -0800 Sam Lantinga Updated Xcode project with moved and removed files
Sun, 06 Feb 2011 02:35:14 -0800 Sam Lantinga Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
Sun, 06 Feb 2011 00:48:41 -0800 Sam Lantinga Minor consistency cleanup and documentation link update.
Sun, 06 Feb 2011 00:48:16 -0800 Sam Lantinga Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.
Sun, 06 Feb 2011 00:00:13 -0800 Sam Lantinga Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
Sat, 05 Feb 2011 20:02:37 -0800 Sam Lantinga Created a simpler version of SDL_SetHint() that doesn't need a priority.
Sat, 05 Feb 2011 16:07:10 -0800 Sam Lantinga Updated the DirectFB support, from Couriersud
Sat, 05 Feb 2011 16:02:30 -0800 Sam Lantinga Updated Mac OS X and iOS projects
Sat, 05 Feb 2011 13:06:50 -0800 Sam Lantinga Fixed compiling the automated test
Sat, 05 Feb 2011 12:01:36 -0800 Sam Lantinga Updated projects
Sat, 05 Feb 2011 12:01:11 -0800 Sam Lantinga Renamed files for consistency
Sat, 05 Feb 2011 11:54:46 -0800 Sam Lantinga Fixed newlines
Fri, 04 Feb 2011 14:06:01 -0800 Sam Lantinga Updated Visual Studio 2010 project
Sat, 05 Feb 2011 10:35:36 -0800 Sam Lantinga Added the SDL_HINT_RENDER_DRIVER and SDL_HINT_RENDER_VSYNC hints.
Sat, 05 Feb 2011 10:11:27 -0800 Sam Lantinga Allow SDL_HINT_FRAMEBUFFER_ACCELERATION to specify the renderer to use.
Sat, 05 Feb 2011 10:03:12 -0800 Sam Lantinga Added a hint to determine whether framebuffer texture acceleration should be used, and added default behaviors for the various platforms.
Sat, 05 Feb 2011 10:02:39 -0800 Sam Lantinga Added a hint system to allow configuration hints to be specified by the application.
Sat, 05 Feb 2011 01:03:51 -0800 Sam Lantinga Removed execute permissions on source files.
Sat, 05 Feb 2011 01:02:24 -0800 Sam Lantinga Fixed permissions on the Android config header.
Sat, 05 Feb 2011 00:34:34 -0800 Sam Lantinga Updated the name of the Direct3D renderer.
Fri, 04 Feb 2011 21:46:38 -0800 Sam Lantinga Allow resizing of testsprite
Fri, 04 Feb 2011 19:50:56 -0800 Sam Lantinga Restored SDL_BLENDMODE_MOD for MAME
Fri, 04 Feb 2011 19:18:08 -0800 Sam Lantinga Removed a bunch of X11 support that we no longer need.
Fri, 04 Feb 2011 18:05:20 -0800 Sam Lantinga Added the X11 framebuffer implementation. Simple! :)
Fri, 04 Feb 2011 16:55:50 -0800 Sam Lantinga The format detection code works better with 555 and 565 pixel formats
Sat, 05 Feb 2011 00:32:04 -0800 Sam Lantinga SDL_SetTextureBlendMode broken, caught by Kai Sterker - Thanks!
Fri, 04 Feb 2011 23:31:56 -0800 Sam Lantinga These aren't executable files. :)
Fri, 04 Feb 2011 13:58:29 -0800 Sam Lantinga Fixed compiling on Windows CE
Fri, 04 Feb 2011 13:57:55 -0800 Sam Lantinga Removed missing file
Fri, 04 Feb 2011 13:47:02 -0800 Sam Lantinga Use the exact format of the window if possible, for speed.
Fri, 04 Feb 2011 12:29:58 -0800 Sam Lantinga Added the Windows framebuffer implementation.
Fri, 04 Feb 2011 12:26:01 -0800 Sam Lantinga Don't free the surface since the application might be still using it.
Fri, 04 Feb 2011 12:25:26 -0800 Sam Lantinga Standardized on using the managed texture pool.
Fri, 04 Feb 2011 12:24:28 -0800 Sam Lantinga Don't free the surface since the application might be still using it.
Fri, 04 Feb 2011 12:22:52 -0800 Sam Lantinga Removed unused variables
Fri, 04 Feb 2011 09:07:39 -0800 Sam Lantinga Fixed compile error SDL-1.2
Thu, 03 Feb 2011 21:13:55 -0800 Sam Lantinga Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
Thu, 03 Feb 2011 17:42:58 -0800 Sam Lantinga Fixed recursion crash when setting SDL_VIDEO_RENDERER=software
Thu, 03 Feb 2011 16:57:38 -0800 Sam Lantinga Fixed crash if SDL_VideoDriverName() is passed a NULL namebuf
Thu, 03 Feb 2011 15:49:37 -0800 Sam Lantinga Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface.
Thu, 03 Feb 2011 11:16:57 -0800 Sam Lantinga Extended SDL_SetWindowData() to allow arbitrary named values.
Thu, 03 Feb 2011 10:03:55 -0800 Sam Lantinga Added an intro to the features and goals of the 2D rendering API.
Thu, 03 Feb 2011 02:45:29 -0800 Sam Lantinga Making the API simpler, moved the surface drawing functions to the software renderer.
Thu, 03 Feb 2011 02:42:50 -0800 Sam Lantinga Updated for API changes
Thu, 03 Feb 2011 01:30:28 -0800 Sam Lantinga Fixed building for Android
Thu, 03 Feb 2011 01:19:10 -0800 Sam Lantinga Re-ordered platforms based on frequency
Thu, 03 Feb 2011 01:13:48 -0800 Sam Lantinga Create the video texture based on the available texture formats, not the backbuffer format.
Thu, 03 Feb 2011 00:54:29 -0800 Sam Lantinga Simplified and improved the process of creating a texture from a surface.
Thu, 03 Feb 2011 00:22:18 -0800 Sam Lantinga Making the API simpler, removed the writepixels interface
Thu, 03 Feb 2011 00:19:40 -0800 Sam Lantinga Made it possible to create a texture of any format, even if not supported by the renderer.
Wed, 02 Feb 2011 22:55:12 -0800 Sam Lantinga Fixed compiling on Windows
Wed, 02 Feb 2011 14:34:54 -0800 Sam Lantinga Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library.
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