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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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f9a58968
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2014-03-13T21:21:26
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Added missing copyright notices
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a8f540fe
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2014-03-09T22:48:38
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Fixed renderer flags to include support for target textures after the renderer is created.
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f61602b4
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2014-02-27T20:21:46
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Improve window recreation logic in OpenGL* renderers
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4c192bc8
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2014-02-25T17:42:34
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Fixes #2308, recreate window if GL requirements for the renderer are not met
If the window has been created with values for SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_MAJOR_VERSION and SDL_GL_CONTEXT_MINOR_VERSION not matching those
required by the renderer, attempt to recreate the window.
This is needed on platforms where both GL and GLES 1/2 surfaces are supported
by the video backend, requiring that the window be recreated when switching
between context types.
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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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ec1cb49e
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2013-12-14T20:18:43
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Wayland support
Based on the original port to Wayland by: Joel Teichroeb, Benjamin Franzke, Scott Moreau, et al.
Additional changes in this commit, done by me:
* Wayland uses the common EGL framework
* EGL can now create a desktop OpenGL context
* testgl2 loads GL functions dynamically, no need to link to libGL anymore
* Assorted fixes to the Wayland backend
Tested on the Weston Compositor (v1.0.5) that ships with Ubuntu 13.10,
running Weston under X. Tests ran: testrendercopyex (all backends), testgl2, testgles2,testintersections
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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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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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8093cfd8
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2013-11-15T22:07:35
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Better fix for bug 2207 - SDL_RenderSetViewport behavior is different/incorrect on OpenGL renderer vs DirectX renderer
At least, it works better here on my Mac. :)
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4f39f011
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2013-11-15T23:20:50
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Fix viewport being upside down in OpenGL renderer.
Fixes Bugzilla #2207.
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ef97aab9
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2013-11-14T21:39:54
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Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
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b36d98bd
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2013-11-13T21:50:59
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Diagonal flipping with RenderCopyEx
Ivan Rubinson
As it turns out, it was impossible to render a texture flipped diagonally (both vertically and horizontally) with one RenderCopyEx call.
With help from #SDL @ freenode, we came up with a fix.
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1c9cc8c9
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2013-11-05T21:01:25
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Fixed performance regression caused by the fix for bug 2158
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20f5167d
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2013-10-20T10:35:51
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Use vertex arrays for drawing points in addition to lines
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82b8e6df
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2013-10-20T10:10:14
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Fixed bug 2158 - Pixel missing in SDL_RenderDrawLines
Sean McKean
I am running Ubuntu 12.04 (GL version 1.4 Mesa 8.0.4) , and on drawing a set of lines through the renderer through SDL_RenderDrawLines() (looped or not) or SDL_RenderDrawRect() I notice a pixel missing. For RenderDrawLines() it seems to be the second point in the sequence; for RenderDrawRect() it is the lower-right. This can be fixed by specifying SDL_RenderDrawPoint(s), but wouldn't it be easier to specify each pixel in a GL_POINTS glBegin/End loop in the OpenGL code, just to make sure?
I also ran the same program on Android; the rendering seemed to be correct, which uses glDrawArrays.
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06cab857
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2013-10-14T08:56:37
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Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X
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e5ef978e
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2013-10-03T20:42:43
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Fixed a potential double-free bug if glGenTextures() failed.
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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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1e49b1ed
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2013-08-21T09:47:10
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OCD fixes: Adds a space after /* (glory to regular expressions!)
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695344d1
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2013-08-21T09:43:09
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OCD fixes: Adds a space before */
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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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