Mon, 23 Jun 2014 14:50:56 -0400 Fixed incorrect variable in buffer_append_va (thanks, Max!).
Ryan C. Gordon <icculus@icculus.org> [Mon, 23 Jun 2014 14:50:56 -0400] rev 1140
Fixed incorrect variable in buffer_append_va (thanks, Max!). This bug only affected the heap-allocation path, so buffer appends <= 256 bytes wouldn't trigger the bug, as we did them on the stack.
Mon, 28 Apr 2014 14:15:17 -0400 Shader Model 1 doesn't use an extra token for relative addressing.
Ryan C. Gordon <icculus@icculus.org> [Mon, 28 Apr 2014 14:15:17 -0400] rev 1139
Shader Model 1 doesn't use an extra token for relative addressing. It's always addressed against a0.x.
Tue, 25 Feb 2014 17:14:59 -0500 Allow finderrors to troll through subdirectories.
Ryan C. Gordon <icculus@icculus.org> [Tue, 25 Feb 2014 17:14:59 -0500] rev 1138
Allow finderrors to troll through subdirectories.
Tue, 25 Feb 2014 14:10:15 -0500 Fixed Windows file finding.
Ryan C. Gordon <icculus@icculus.org> [Tue, 25 Feb 2014 14:10:15 -0500] rev 1137
Fixed Windows file finding.
Tue, 25 Feb 2014 14:05:12 -0500 Fixed buffer overflow.
Ryan C. Gordon <icculus@icculus.org> [Tue, 25 Feb 2014 14:05:12 -0500] rev 1136
Fixed buffer overflow.
Fri, 21 Feb 2014 12:41:39 -0500 Support OpenGL 3.0 and later.
Ryan C. Gordon <icculus@icculus.org> [Fri, 21 Feb 2014 12:41:39 -0500] rev 1135
Support OpenGL 3.0 and later.
Fri, 21 Feb 2014 12:41:25 -0500 Moved to SDL2.
Ryan C. Gordon <icculus@icculus.org> [Fri, 21 Feb 2014 12:41:25 -0500] rev 1134
Moved to SDL2.
Fri, 07 Feb 2014 15:57:54 -0500 Static analysis fix.
Ryan C. Gordon <icculus@icculus.org> [Fri, 07 Feb 2014 15:57:54 -0500] rev 1133
Static analysis fix.
Fri, 17 May 2013 15:01:09 -0400 Assembler: Pixel shader DCL opcodes only specify usage for samplers.
Ryan C. Gordon <icculus@icculus.org> [Fri, 17 May 2013 15:01:09 -0400] rev 1132
Assembler: Pixel shader DCL opcodes only specify usage for samplers.
Fri, 17 May 2013 15:00:34 -0400 Fixed whitespace.
Ryan C. Gordon <icculus@icculus.org> [Fri, 17 May 2013 15:00:34 -0400] rev 1131
Fixed whitespace.
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