Sam Lantinga
efc19178c7
Fixed compiling on Windows
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Added an untested shader for YV12 textures
2011-02-09 10:31:12 -08:00
Sam Lantinga
385e9bba2e
Fixed crash when shaders aren't available.
2011-02-09 10:13:26 -08:00
Sam Lantinga
dac85c6457
Fixed crash when shaders are not supported
2011-02-09 09:36:40 -08:00
Sam Lantinga
5d0480d014
Added a way to replace the default logging mechanism
2011-02-08 23:13:58 -08:00
Sam Lantinga
16627e0975
Added the ability to turn on logging output to the test programs
2011-02-08 23:13:28 -08:00
Sam Lantinga
ca8ed0c39d
Added a hint to control whether the OpenGL driver uses shaders.
2011-02-08 22:40:19 -08:00
Sam Lantinga
0bed887c78
Added a simple GLSL example using SDL
2011-02-08 22:11:16 -08:00
Sam Lantinga
61d595f2a8
Made the shaders easier to debug when they don't compile
2011-02-08 20:31:39 -08:00
Sam Lantinga
8c85fcf224
Fixed the shaders (needed to use texture2DRect) - thanks Ryan!
2011-02-08 20:23:52 -08:00
Sam Lantinga
fa76d28021
Fixed setting the texture unit, still doesn't work.
2011-02-08 16:50:51 -08:00
Sam Lantinga
e27e8c5cb6
Beginning of a framework for OpenGL shaders
2011-02-08 16:27:52 -08:00
Sam Lantinga
1543672ced
Reduce duplicated code in the texture update code paths
2011-02-08 10:38:12 -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
7d207a3141
It's now possible to disable the fast atomic operations, at a huge performance penalty.
2011-02-07 22:57:33 -08:00
Sam Lantinga
da46bc3be3
Added function SDL_RenderSetClipRect()
2011-02-07 20:06:26 -08:00
Sam Lantinga
a69f5b0686
Fixed stack overflow on Windows
2011-02-07 20:05:52 -08:00
Sam Lantinga
1f86c7c17d
Try to create an OpenGL ES 2.0 context on Android and successfully fall back to OpenGL ES 1.1 if that fails.
2011-02-07 17:44:07 -08:00
Sam Lantinga
47818cfba9
Added a simple log message API
2011-02-07 16:45:40 -08:00
Sam Lantinga
f1d38d9c1c
Renamed SDL_Key to SDL_Keycode to clarify terminology.
2011-02-07 10:40:21 -08:00
Sam Lantinga
60016c514e
Renamed SDLKey and SDLMod for consistency
2011-02-07 09:42:08 -08:00
Sam Lantinga
23370c8928
Sheena pointed out that "scancode" and "keysym" are single words and shouldn't be camel-cased.
2011-02-07 09:37:11 -08:00
Sam Lantinga
45cb5ded3a
Create an OpenGL 1.1 context by default, if available.
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This is easier for people to set up and work with, and is more conformant to the way desktop OpenGL works.
2011-02-07 09:23:01 -08:00
Sam Lantinga
1163ebc192
Updated testoverlay2 to use the SDL 2D rendering API
2011-02-07 00:46:43 -08:00
Sam Lantinga
ba83b14530
Removed obsolete file
2011-02-07 00:36:42 -08:00
Sam Lantinga
cbc7e8a0b1
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.
2011-02-06 20:56:21 -08:00
Sam Lantinga
8668130e2d
OpenGL ES 2.0 rendering LIVES!
2011-02-06 19:12:55 -08:00
Sam Lantinga
6da9e66522
Fixed compiling source shaders
2011-02-06 10:59:37 -08:00
Sam Lantinga
9b04a1e0ff
Whoops, duplicate case
2011-02-06 10:27:05 -08:00
Sam Lantinga
eac41801da
At least allow returning the values that were set.
2011-02-06 10:24:08 -08:00
Sam Lantinga
886171e4ad
Prefer the OpenGL ES 2.0 context when it's available, make it possible to create an OpenGL 2.0 context on iPhoneOS
2011-02-06 10:22:25 -08:00
Sam Lantinga
caffda369c
Updated the iPhone demos for the new API
2011-02-06 09:02:10 -08:00
Sam Lantinga
92c1973815
Since we changed the API entirely, just remove the old function names
2011-02-06 08:57:29 -08:00
Sam Lantinga
5cf33c9e22
Fixed crash when binary shaders are not available.
2011-02-06 08:46:48 -08:00
Sam Lantinga
1a384e89c4
Updated Xcode project with moved and removed files
2011-02-06 02:41:32 -08:00
Sam Lantinga
bbf99fa10b
Fixed building on Android, added SDL_opengles2.h, removed unnecessary SDL_glesfuncs.h
2011-02-06 02:35:14 -08:00
Sam Lantinga
51284af59d
Minor consistency cleanup and documentation link update.
2011-02-06 00:48:41 -08:00
Sam Lantinga
fb51cac4e8
Removed extra unneeded pixel formats, added support for VSYNC on other platforms besides Zune HD.
2011-02-06 00:48:16 -08:00
Sam Lantinga
ae2ce1d91e
Added an OpenGL ES 2.0 renderer, contributed by itsnotabigtruck
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This compiles, but it untested.
2011-02-06 00:00:13 -08:00
Sam Lantinga
3d231d07df
Created a simpler version of SDL_SetHint() that doesn't need a priority.
2011-02-05 20:02:37 -08:00
Sam Lantinga
b31aaaaad7
Updated the DirectFB support, from Couriersud
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attached is a working directfb driver diff which works with the current
changes. There are a number of changes around it as well, e.g.
configure.in.
The directfb renderdriver right now still depends on a some "includes"
from src/video/directfb. That's why it is not yet moved to the new
render folder.
2011-02-05 16:07:10 -08:00
Sam Lantinga
c952c0543d
Updated Mac OS X and iOS projects
2011-02-05 16:02:30 -08:00
Sam Lantinga
295ea455df
Fixed compiling the automated test
2011-02-05 13:06:50 -08:00
Sam Lantinga
8d99feca16
Updated projects
2011-02-05 12:01:36 -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
64db716d1b
Updated Visual Studio 2010 project
2011-02-04 14:06:01 -08:00
Sam Lantinga
dd42a41854
Added the SDL_HINT_RENDER_DRIVER and SDL_HINT_RENDER_VSYNC hints.
2011-02-05 10:35:36 -08:00
Sam Lantinga
1a693a0bd3
Allow SDL_HINT_FRAMEBUFFER_ACCELERATION to specify the renderer to use.
2011-02-05 10:11:27 -08:00
Sam Lantinga
1012c06b0a
Added a hint to determine whether framebuffer texture acceleration should be used, and added default behaviors for the various platforms.
2011-02-05 10:03:12 -08:00
Sam Lantinga
8322900075
Added a hint system to allow configuration hints to be specified by the application.
2011-02-05 10:02:39 -08:00