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93ba5bd8
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2014-03-20T16:23:18
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Static analysis fix: uninitialized value.
(A false positive: clang doesn't know SDL_SetError() always returns -1.)
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415675be
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2014-03-20T11:14:44
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Static analysis fix: division by zero.
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b659c700
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2014-03-20T10:41:47
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Static analysis fix: uninitialized variables.
This is actually a false-positive, in this case, since Clang doesn't know
that SDL_SetError() only ever returns -1. Feature request to improve that,
with explanation about these specific SDL patches, is here:
http://llvm.org/bugs/show_bug.cgi?id=19208
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2c558ca2
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2014-03-10T17:19:19
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Fixed D3D9 initialization on Windows 8, which doesn't have D3DX
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1a35f32b
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2014-03-10T01:51:03
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Converted David Ludwig's D3D11 renderer to C and optimized it.
The D3D11 renderer is now slightly faster than D3D9 on my Windows 8 machine (testsprite2 runs at 3400 FPS vs 3100 FPS)
This will need tweaking to fix the Windows RT build.
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1367bf87
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2014-03-09T11:36:47
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Integrated David Ludwig's support for Windows RT
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6ee12d6c
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2014-02-24T18:57:22
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Fixes #2296 - SDL_GL_UnbindTexture segfaults (thanks Daniel B?nzli)
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58edac3e
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2014-02-02T00:53:27
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Fixed bug 2374 - Update copyright for 2014...
Is it that time already??
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f848adff
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2013-11-29T10:06:08
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Improve Android pause/resume behavior.
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46740a5a
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2013-11-28T22:09:21
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WinRT: merged with latest SDL 2.x/HG code
SDL 2.x recently accepted patches to enable OpenGL ES 2 support via Google's ANGLE library. The thought is to try to eventually merge SDL/WinRT's OpenGL code with SDL-official's.
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7e1289af
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2013-11-24T23:56:17
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Make internal SDL sources include SDL_internal.h instead of SDL_config.h
The new header will include SDL_config.h, but allows for other global stuff.
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4e270de1
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2013-11-02T11:46:43
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Changed function to return -1 through SDL_Error() instead of plain -1.
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69c5d21d
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2013-10-27T21:26:46
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WinRT: merged with SDL 2.0.1 codebase
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22a972a4
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2013-09-30T22:16:14
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Fixed bug 2122 - SDL_CreateTexture allows illegal texture sizes
Lloyd Bryant
SDL_CreateTexture() is succeeding (i.e. returning a valid pointer) when the requested horizontal or vertical size of the texture exceeds the maximum allowed by the render. This results in hard-to-understand errors showing up when later attempting to use that texture (such as with SDL_SetRenderTarget()).
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89c31bb4
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2013-09-28T14:06:55
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Implemented SDL_UpdateYUVTexture() for Direct3D
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17c9ff85
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2013-09-28T14:06:51
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Added missing SDL_assert.h
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57bd5147
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2013-09-28T14:06:47
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Added optimized YUV texture upload path with SDL_UpdateYUVTexture()
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869a7076
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2013-09-20T13:43:00
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add in High DPI support (aka Retina)
- based on J?rgen's patch with a few bug fixes
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f79fc33a
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2013-08-29T08:29:21
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Christoph Mallon: Remove pointless if (x) before SDL_free(x)
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d41fdc94
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2013-08-13T20:09:52
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WinRT: build fixes and additional WinRT-related integrations with SDL 2.0.0
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dad42067
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2013-08-12T11:13:50
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Fixes #2022, do not resume on Android when surfaceChanged
If the app is in landscape mode and the user presses the power button, a pause
is followed immediately by a surfaceChanged event because the lock screen
is shown in portrait mode. This triggers a "false" resume.
So, we just pause and resume following the onWindowFocusChanged events.
Also, wait for SDL_APP_WILLENTERBACKGROUND and SDL_APP_DIDENTERBACKGROUND before
blocking the event pump.
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1ad936eb
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2013-08-11T19:56:43
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Fixed bug 2027 - Full-screen appears to be broken - hang in SDL_DestroyWindow()
Rainer Deyke
I'm running Linux Mint 15 with the Cinnamon window manager. SDL_DestroyWindow consistently locks up for me when the window if fullscreen.
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