Sam Lantinga
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d43d02f3c3
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Allow windows to be created on non-primary displays.
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2011-02-10 22:37:01 -08:00 |
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Sam Lantinga
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37993063c6
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Window coordinates are in the global space and windows are not tied to a particular display.
Also added Ctrl-Enter keybinding to the test code to toggle fullscreen mode for testing.
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2011-02-10 14:44:25 -08:00 |
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Sam Lantinga
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d0eeed2dc6
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Fixed line endings - in Mercurial they're \n
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2011-02-10 14:36:09 -08:00 |
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Sam Lantinga
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debc4678c8
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Be explicit about what display you're querying. The default display is 0.
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2011-02-10 12:14:37 -08:00 |
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Sam Lantinga
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f2729d2d2c
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Removed gamma support since it wasn't widely used and not well supported.
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2011-02-10 11:39:08 -08:00 |
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Sam Lantinga
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7ec039ef93
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Better window parameter checking
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2011-02-10 10:37:35 -08:00 |
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Sam Lantinga
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f8db477234
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Surfaces aren't in hardware memory anymore!
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2011-02-10 05:10:05 -08:00 |
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Sam Lantinga
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19fcc31c58
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Added a scaling test program
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2011-02-09 15:37:07 -08:00 |
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Sam Lantinga
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2354f8cc88
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Updated Xcode project with OpenGL shader files
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2011-02-09 10:37:52 -08:00 |
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Sam Lantinga
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efc19178c7
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Fixed compiling on Windows
Added an untested shader for YV12 textures
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2011-02-09 10:31:12 -08:00 |
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Sam Lantinga
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385e9bba2e
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Fixed crash when shaders aren't available.
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2011-02-09 10:13:26 -08:00 |
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Sam Lantinga
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dac85c6457
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Fixed crash when shaders are not supported
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2011-02-09 09:36:40 -08:00 |
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Sam Lantinga
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5d0480d014
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Added a way to replace the default logging mechanism
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2011-02-08 23:13:58 -08:00 |
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Sam Lantinga
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16627e0975
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Added the ability to turn on logging output to the test programs
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2011-02-08 23:13:28 -08:00 |
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Sam Lantinga
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ca8ed0c39d
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Added a hint to control whether the OpenGL driver uses shaders.
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2011-02-08 22:40:19 -08:00 |
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Sam Lantinga
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0bed887c78
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Added a simple GLSL example using SDL
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2011-02-08 22:11:16 -08:00 |
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Sam Lantinga
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61d595f2a8
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Made the shaders easier to debug when they don't compile
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2011-02-08 20:31:39 -08:00 |
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Sam Lantinga
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8c85fcf224
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Fixed the shaders (needed to use texture2DRect) - thanks Ryan!
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2011-02-08 20:23:52 -08:00 |
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Sam Lantinga
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fa76d28021
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Fixed setting the texture unit, still doesn't work.
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2011-02-08 16:50:51 -08:00 |
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Sam Lantinga
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e27e8c5cb6
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Beginning of a framework for OpenGL shaders
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2011-02-08 16:27:52 -08:00 |
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Sam Lantinga
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1543672ced
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Reduce duplicated code in the texture update code paths
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2011-02-08 10:38:12 -08:00 |
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Sam Lantinga
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5069986bff
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Made it possible to disable the rendering subsystem with configure --disable-render
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2011-02-08 10:04:09 -08:00 |
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Sam Lantinga
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7d207a3141
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It's now possible to disable the fast atomic operations, at a huge performance penalty.
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2011-02-07 22:57:33 -08:00 |
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Sam Lantinga
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da46bc3be3
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Added function SDL_RenderSetClipRect()
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2011-02-07 20:06:26 -08:00 |
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Sam Lantinga
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a69f5b0686
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Fixed stack overflow on Windows
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2011-02-07 20:05:52 -08:00 |
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Sam Lantinga
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1f86c7c17d
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Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
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2011-02-07 17:44:07 -08:00 |
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Sam Lantinga
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47818cfba9
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Added a simple log message API
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2011-02-07 16:45:40 -08:00 |
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Sam Lantinga
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f1d38d9c1c
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Renamed SDL_Key to SDL_Keycode to clarify terminology.
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2011-02-07 10:40:21 -08:00 |
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Sam Lantinga
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60016c514e
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Renamed SDLKey and SDLMod for consistency
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2011-02-07 09:42:08 -08:00 |
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Sam Lantinga
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23370c8928
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Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased.
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2011-02-07 09:37:11 -08:00 |
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Sam Lantinga
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45cb5ded3a
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Create an OpenGL 1.1 context by default, if available.
This is easier for people to set up and work with, and is more conformant to the way desktop OpenGL works.
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2011-02-07 09:23:01 -08:00 |
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Sam Lantinga
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1163ebc192
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Updated testoverlay2 to use the SDL 2D rendering API
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2011-02-07 00:46:43 -08:00 |
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Sam Lantinga
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ba83b14530
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Removed obsolete file
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2011-02-07 00:36:42 -08:00 |
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Eric Wing
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db014fc2e7
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removed sail.bmp from Xcode project
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2011-02-06 23:48:31 -08:00 |
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Eric Wing
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acba1d660b
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merged
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2011-02-06 21:23:32 -08:00 |
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Sam Lantinga
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cbc7e8a0b1
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You don't need to copy the pixels into the streaming texture's pixel data. This behavior is defined specifically to optimize the UpdateTexture path.
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2011-02-06 20:56:21 -08:00 |
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Sam Lantinga
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8668130e2d
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OpenGL ES 2.0 rendering LIVES!
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2011-02-06 19:12:55 -08:00 |
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Sam Lantinga
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6da9e66522
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Fixed compiling source shaders
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2011-02-06 10:59:37 -08:00 |
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Sam Lantinga
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9b04a1e0ff
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Whoops, duplicate case
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2011-02-06 10:27:05 -08:00 |
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Sam Lantinga
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eac41801da
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At least allow returning the values that were set.
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2011-02-06 10:24:08 -08:00 |
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Sam Lantinga
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886171e4ad
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Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS
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2011-02-06 10:22:25 -08:00 |
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Sam Lantinga
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caffda369c
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Updated the iPhone demos for the new API
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2011-02-06 09:02:10 -08:00 |
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Sam Lantinga
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92c1973815
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Since we changed the API entirely, just remove the old function names
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2011-02-06 08:57:29 -08:00 |
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Sam Lantinga
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5cf33c9e22
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Fixed crash when binary shaders are not available.
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2011-02-06 08:46:48 -08:00 |
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Sam Lantinga
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1a384e89c4
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Updated Xcode project with moved and removed files
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2011-02-06 02:41:32 -08:00 |
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Sam Lantinga
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bbf99fa10b
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Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
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2011-02-06 02:35:14 -08:00 |
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Sam Lantinga
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51284af59d
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Minor consistency cleanup and documentation link update.
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2011-02-06 00:48:41 -08:00 |
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Sam Lantinga
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fb51cac4e8
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Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.
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2011-02-06 00:48:16 -08:00 |
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Sam Lantinga
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ae2ce1d91e
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Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
This compiles, but it untested.
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2011-02-06 00:00:13 -08:00 |
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Sam Lantinga
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3d231d07df
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Created a simpler version of SDL_SetHint() that doesn't need a priority.
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2011-02-05 20:02:37 -08:00 |
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