Sam Lantinga
b3d60cfcbb
Removed executable bit from source files
2012-09-27 14:35:28 -07:00
Ryan C. Gordon
aa78574da8
Whoops, removed wrong variable.
2012-08-24 19:39:51 -04:00
Ryan C. Gordon
b9790162f5
Fixed a bunch of compiler warnings with Cygwin/MingW.
2012-08-24 19:34:28 -04:00
Sam Lantinga
e3179ba01b
Fixed compiling with Visual Studio
2012-06-19 13:50:14 -04:00
Gabriel Jacobo
2e96488df0
RenderCopyEx,rotation and flipping for all hardware/software backends ( #1308 )
2012-06-01 19:51:08 -03:00
Sam Lantinga
b291116502
Renamed SetTargetTexture() to SetRenderTarget()
2012-01-22 01:26:28 -05:00
Sam Lantinga
dba1ccf43b
Reorganized the render target code, moving the viewport handling to the general code and adding software implementation.
2012-01-21 22:22:30 -05:00
Sam Lantinga
7f8f4956c3
We've already crashed by this point if we don't have a renderer. The calling code should check this.
2012-01-21 18:30:50 -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
096d218036
Fix for building with Visual Studio
2012-01-19 20:25:09 -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
6b53a98d93
Fixed bug 1338 - Direct3D renderer should set D3DCREATE_FPU_PRESERVE for not behaving vastly different on doubles (causes 3rd party lib crashes!)
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Jonas Thiem 2011-11-29 12:28:02 PST
Direct3D renderer should set D3DCREATE_FPU_PRESERVE for not behaving vastly
different to OpenGL/software rendering on doubles and break some libraries
really badly.
Most notable affected example: Lua, which does the most unpredictable things
which are really almost impossible to debug/find out for beginners who never
heard this culprit exists.
Since I believe all renderers should behave the same on that doubles simply
work as expected in a program, this should really be changed! (also this wasted
a few days of my life wondering why everything in my program was so broken)
2011-12-29 05:18:16 -05:00
Sam Lantinga
a59d3e6f2f
Fixed issues closing lines with the OpenGL ES renderer.
2011-11-10 00:22:44 -05:00
Sam Lantinga
6196aa221e
SDL 1.3 is now under the zlib license.
2011-04-08 13:03:26 -07:00
Sam Lantinga
4fd91c5eed
Added the SDL_HINT_RENDER_SCALE_QUALITY hint, which defaults to nearest pixel sampling.
2011-03-13 11:18:35 -07:00
Sam Lantinga
2e54bfdc19
Don't reset the viewport unless you have to.
2011-02-15 14:17:42 -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
5069986bff
Made it possible to disable the rendering subsystem with configure --disable-render
2011-02-08 10:04:09 -08:00
Sam Lantinga
da46bc3be3
Added function SDL_RenderSetClipRect()
2011-02-07 20:06:26 -08:00
Sam Lantinga
51284af59d
Minor consistency cleanup and documentation link update.
2011-02-06 00:48:41 -08:00
Sam Lantinga
1128c77f9f
Renamed files for consistency
2011-02-05 12:01:11 -08:00
Sam Lantinga
59a97fa5e9
Fixed newlines
2011-02-05 11:54:46 -08:00
Sam Lantinga
e113c084a6
Removed execute permissions on source files.
2011-02-05 01:03:51 -08:00
Sam Lantinga
d4a8b09eda
Updated the name of the Direct3D renderer.
2011-02-05 00:34:34 -08:00
Sam Lantinga
4f6e1878af
Restored SDL_BLENDMODE_MOD for MAME
2011-02-04 19:50:56 -08:00
Sam Lantinga
7656894d2a
Standardized on using the managed texture pool.
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Also experimented with dynamic textures, but didn't get any speed increase with them. More research and testing is needed.
2011-02-04 12:25:26 -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
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
8bf50cc83c
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.
2011-02-02 14:34:54 -08:00