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5ba1fd9b
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2016-01-01T17:41:11
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Fixed typo in README for iOS.
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4aae0290
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2015-12-31T21:16:43
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Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes.
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25abce51
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2015-11-29T19:33:11
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WinRT: added Win10/UWP (Universal Windows Platform) support
"UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs.
This set of changes updates SDL's WinRT backends to support the Win10 flavor
of WinRT. It has been tested on Win10 on a desktop. In theory, it should
also support Win10 on other devices (phone, Xbox One, etc.), however further
patches may be necessary.
This adds:
- a set of MSVC 2015 project files, for use in creating UWP apps
- modifications to various pieces of SDL, in order to compile via MSVC 2015 +
the Win10 API set
- enables SDL_Window resizing and programmatic-fullscreen toggling, when using
the WinRT backend
- WinRT README updates
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d79bfa0d
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2015-07-31T20:15:39
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Added filesystem to list of paths in porting README.
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6ea942da
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2015-07-19T19:44:40
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Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
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9b6f159c
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2015-06-26T20:11:41
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Emscripten: Corrected build instructions in documentation.
And fixed a typo.
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437a6d9d
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2015-06-22T21:30:08
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Updated Mac OS X documentation for fatbuilt.sh -> gcc-fat.sh transition.
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0e45984f
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2015-06-21T17:33:46
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Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
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