Sam Lantinga
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529664278f
Fixed bug 2132 - Tests may use invalid SDL_window pointers when windows are closed
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11 éve |
Philipp Wiesemann
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0db36f51aa
Added detection of touch devices before first touch events happen on Android.
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11 éve |
Sam Lantinga
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36b759174f
Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds.
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11 éve |
Ryan C. Gordon
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5607cc45c5
Avoid redundant state changes in the GLES2 renderer.
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11 éve |
Ryan C. Gordon
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500e4f6f9a
Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere.
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11 éve |
Gabriel Jacobo
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9c489c7c0d
Fix EGL/OpenGL ES paths
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11 éve |
Sam Lantinga
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9cbd05df1e
Report an error if creating a render target fails
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11 éve |
Sam Lantinga
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509898460c
Added optional error checking for OpenGL ES 2.0 in the same style as the OpenGL renderer.
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11 éve |
Sam Lantinga
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e5ef978e13
Fixed a potential double-free bug if glGenTextures() failed.
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11 éve |
Gabriel Jacobo
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b39a4daf04
SDL_TEXTINPUT support for EVDEV
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11 éve |
Sam Lantinga
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1f21484bdd
Fixed const/non-const warning
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11 éve |
Sam Lantinga
|
1df1e69691
Added the platform specific messagebox function to the video function list
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11 éve |
Sam Lantinga
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8fbd7dc735
Fixed bug 2130 - Two members of Windows WindowData not initialized
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11 éve |
Ryan C. Gordon
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ce45fa28e2
SDLK_DELETE should probably be SDLK_BACKSPACE on iOS.
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11 éve |
Ryan C. Gordon
|
958640e5d1
Get rid of glGetError() calls in GLES2 renderer.
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11 éve |
Gabriel Jacobo
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57e09318dd
Uses SDL_UDEV for Linux joystick hotplugging
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11 éve |
Sam Lantinga
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69a4351eb0
Fixed bug 2121 - GCC throws error on SDL_FORCE_INLINE when compiling with -ansi
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11 éve |
Sam Lantinga
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22a972a440
Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes
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11 éve |
Sam Lantinga
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058aba086c
Fixed bug 2119 - compiler warnings (-pedantic) SDL_video.h:111:42
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11 éve |
Gabriel Jacobo
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889b6bd794
Removes unused property use_egl from internal structure gl_config
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11 éve |
Gabriel Jacobo
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c691de00c5
Fix: SDL_EVDEV_device_removed does not need UDEV
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11 éve |
Sam Lantinga
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202528a48f
Call AddRef() on the device so it doesn't accidentally get released from underneath the caller.
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11 éve |
Sam Lantinga
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25f607a3c2
Make it clear we're just returning a D3D9 device, allowing for new functions to get other D3D versions
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11 éve |
Sam Lantinga
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cf5e5a8360
Added a hint to create the D3D device in thread-safe mode: SDL_HINT_RENDER_DIRECT3D_THREADSAFE
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11 éve |
Sam Lantinga
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803965bcc2
Added platform specific call: SDL_RenderGetD3DDevice()
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11 éve |
Sam Lantinga
|
9f390e7967
Moved SDL_Direct3D9GetAdapterIndex() to SDL_windowsvideo.c since it doesn't belong in the window code.
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11 éve |
Sam Lantinga
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89c31bb42a
Implemented SDL_UpdateYUVTexture() for Direct3D
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11 éve |
Sam Lantinga
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17c9ff85e2
Added missing SDL_assert.h
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11 éve |
Sam Lantinga
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57bd514707
Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
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11 éve |
Sam Lantinga
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d0a57ea2b5
Rolled back my LoadLibrary change. The first failed call causes a dialog to pop up in Windows apps (but not console apps) and that's really bad. I'll have to deal with this in my app.
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11 éve |