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d0bd0e48
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2016-07-02T13:38:31
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iOS: Fix an OpenGL ES error when rotating the device if MSAA is used (thanks Cole Campbell!)
Fixes bug #3378.
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34f095e0
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2016-04-10T22:07:10
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iOS: Fixed SDL_GL_CreateContext crashing instead of returning null when a GLES3 context is requested on iOS 6 and older.
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6cfa71a1
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2016-04-02T13:21:01
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iOS: Also do the Dictation crash workaround before executing the animation callback.
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5520ed9c
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2016-04-01T19:18:50
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iOS: Workaround for a crash after Dictation is used.
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7da168db
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2016-02-10T19:31:23
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Fixed spaces in license comments.
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8e7cd6b5
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2016-02-03T20:32:55
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iOS: Implemented clipboard support.
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87ea39be
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2016-01-09T17:41:09
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Removed dead code (caught by Clang's static analyzer).
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49e47688
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2016-01-05T05:38:55
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Patched to compile on iOS.
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eeb89999
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2016-01-05T05:22:35
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Patched to compile.
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c3114975
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2016-01-04T23:52:40
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Added SDL_GetDisplayUsableBounds().
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42065e78
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2016-01-02T10:10:34
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Updated copyright to 2016
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9c51c4a6
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2015-11-12T22:44:32
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Mac: Detect the d-pad and pause buttons on Steelseries MFi gamepads (bug #3124.)
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72678358
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2015-11-12T20:58:11
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iOS: Fixed crashes when rotating the screen after destroying a window.
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ab2a3500
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2015-09-25T15:17:20
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iOS: show message boxes using the new UIAlertController APIs when supported, rather than the deprecated UIAlertView.
UIAlertController is also supported on tvOS, whereas UIAlertView is not.
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ecfdb10c
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2015-09-15T00:25:07
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iOS SDL_GL_CreateContext: Clamp the multisample sample count when the requested value is too high, rather than failing to create the context.
This matches the SDL_GL_CreateContext behavior in OS X.
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82c8825c
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2015-09-09T19:08:52
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iOS: Added support for force-touch on capable devices.
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c344b734
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2015-07-19T19:56:16
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iOS: Avoid generating an OpenGL error (but still fail to create the context) if the specified MSAA sample count is unsupported.
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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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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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