Gabriel Jacobo
ceaf031283
Implements SDL_GL_BindTexture and SDL_GL_UnbindTexture ( #1576 )
2012-09-03 11:16:12 -03:00
Gabriel Jacobo
2e96488df0
RenderCopyEx,rotation and flipping for all hardware/software backends ( #1308 )
2012-06-01 19:51:08 -03:00
Sam Lantinga
b5844a1c07
Added a convenience function SDL_CreateWindowAndRenderer()
2012-01-22 19:22:53 -05:00
Sam Lantinga
c5b09f0da7
You need to create the texture with the SDL_TEXTUREACCESS_TARGET flag.
2012-01-22 01:29:26 -05:00
Sam Lantinga
b291116502
Renamed SetTargetTexture() to SetRenderTarget()
2012-01-22 01:26:28 -05:00
Sam Lantinga
1af7c2fe96
Added a renderer flag to expose whether a renderer supports render to texture.
2012-01-19 21:06:47 -05:00
Sam Lantinga
9e37906060
Implementation of render targets, by Mason Wheeler and Gabriel Jacobo
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Thanks guys!
2012-01-18 22:45:49 -05:00
Sam Lantinga
e256711bb9
Happy New Year!
2011-12-31 09:28:07 -05:00
Sam Lantinga
c2a6df6073
The draw color affects RenderClear() as well. (thanks to the feedback form to whoever pointed this out)
2011-10-30 17:53:54 -04:00
Sam Lantinga
6196aa221e
SDL 1.3 is now under the zlib license.
2011-04-08 13:03:26 -07:00
Sam Lantinga
a46d9b6758
Added SDL_GetRenderer()
2011-04-04 09:29:13 -07:00
Sam Lantinga
3f21fa761c
Fixed typo
2011-03-14 10:58:35 -07:00
Sam Lantinga
594e403a0f
Whoops, the format parameter was off the page.
2011-02-18 09:30:09 -08:00
Sam Lantinga
b807895313
Allow the application to explicitly request a software renderer.
2011-02-17 12:03:48 -08:00
Sam Lantinga
b59da3ffdc
Changed the concept of a render clip rect to a render viewport.
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The render viewport is automatically re-centered when the window changes size, so applications that don't care will not have to handle recalculating their rendering coordinates.
Fixed API for drawing and filling multiple rectangles - the parameter should be an array of rects, not an array of pointers to rects.
Fixed API for updating window rects for consistency with other APIs - the order is pointer to array followed by count in array.
2011-02-15 13:59:59 -08:00
Sam Lantinga
a2cdcf5486
Happy 2011! :)
2011-02-11 22:37:15 -08:00
Sam Lantinga
da46bc3be3
Added function SDL_RenderSetClipRect()
2011-02-07 20:06:26 -08:00
Sam Lantinga
1163ebc192
Updated testoverlay2 to use the SDL 2D rendering API
2011-02-07 00:46:43 -08:00
Sam Lantinga
93a4e38e98
Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface.
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The software renderer has been re-routed to use the framebuffer interface, which makes it possible to have software rendering available even on simple ports.
2011-02-03 15:49:37 -08:00
Sam Lantinga
4360f9d15a
Added an intro to the features and goals of the 2D rendering API.
2011-02-03 10:03:55 -08:00
Sam Lantinga
533d4862d6
Simplified and improved the process of creating a texture from a surface.
2011-02-03 00:54:29 -08:00
Sam Lantinga
a5bfac214f
Making the API simpler, removed the writepixels interface
2011-02-03 00:22:18 -08:00
Sam Lantinga
405d4ed7e4
Made it possible to create a texture of any format, even if not supported by the renderer.
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This allows me to reduce the set of formats supported by the renderers to the most optimal set, for a nice speed boost.
2011-02-03 00:19:40 -08:00
Sam Lantinga
1f34b65342
Making the API simpler, removed support for palettized video modes and textures.
2011-02-01 21:23:43 -08:00
Sam Lantinga
adaab5944f
The rendering functions take a context so it's clear what window they're drawing to. This also potentially opens to the door to multi-threaded rendering in the future.
2011-02-01 19:19:43 -08:00
Sam Lantinga
f729dd20de
Split the rendering API out into a separate header file.
2011-02-01 15:02:21 -08:00