Branch :
| Author | Commit | Date | CI | Message |
|---|---|---|---|---|
| 05cff792 | 2014-08-24 00:02:12 | Fixed bug 2699 - possible memory leak in GL_RenderReadPixels Benoit Pierre If glReadPixels returns an error, than the temporary buffer is not deallocated | ||
| c6a2382c | 2014-08-14 21:31:50 | Take advantage of GL_ARB_texture_non_power_of_two when it's available | ||
| 6fef39d6 | 2014-08-06 11:34:54 | Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers | ||
| dfc7535f | 2014-07-26 16:52:26 | Fixed bug 2657 - Memory leak in GL_CreateTexture function Nitz In GL_CreateTexture function: if (GL_CheckError("glGenTexures()", renderer) < 0) { SDL_free(data); return -1; } Here only data is getting free but data->pixels getting leak. So have to free data->pixels before free data. | ||
| d65ac778 | 2014-06-22 02:48:43 | Restore window OpenGL state if creating an OpenGL renderer fails | ||
| af50403e | 2014-06-15 18:09:39 | Fixed bug 2575 - Current GL context tracking fails Ronie Salgado The GL Renderer current context tracking fails when one window is used with an SDL renderer but another separate window is used with a user handled OpenGL context. Attached is a small program that reproduces this bug, at least in some Linux machines where an OpenGL renderer is provided by default. Expected Output: -"First window" should be blue. -"Second window" should be green. Gotten Output: - "First window" black. - "Second window" blue. What happened: The renderer created for the "first window" ends rendering into the "second window" OpenGL context. Bug location: SDL_render_gl.c - line 286 on hg: static SDL_GLContext SDL_CurrentContext = NULL; When making SDL_GL_MakeCurrent from the user perspective, that variable or the GL renderer is not notified about the OpenGL context change. Solution proposal: - Move the current GL context cache into another place global. | ||
| d623c0b4 | 2014-06-04 09:59:10 | SDL_opengl: Fix Mac build with new glext.h | ||
| defd90b6 | 2014-04-19 13:15:41 | Render: Allow empty cliprect. This fixes an issue where an empty cliprect is treated the same as a NULL cliprect, causing the render backends to disable clipping. Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to differentiate between: - SDL_RenderSetClipRect(render, NULL) - SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r); Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504 | ||
| 3dcb451f | 2014-04-09 21:29:19 | Added a README file regarding WinRT support To note, this file is currently formatted with CRLF line endings, rather than LF, to allow the file to be viewed with Notepad. | ||
| 415675be | 2014-03-20 11:14:44 | Static analysis fix: division by zero. | ||
| a8f540fe | 2014-03-09 22:48:38 | Fixed renderer flags to include support for target textures after the renderer is created. | ||
| f61602b4 | 2014-02-27 20:21:46 | Improve window recreation logic in OpenGL* renderers | ||
| 4c192bc8 | 2014-02-25 17:42:34 | 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. | ||
| 58edac3e | 2014-02-02 00:53:27 | Fixed bug 2374 - Update copyright for 2014... Is it that time already?? | ||
| f848adff | 2013-11-29 10:06:08 | Improve Android pause/resume behavior. | ||
| 7e1289af | 2013-11-24 23:56:17 | 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. | ||
| 8093cfd8 | 2013-11-15 22:07:35 | 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. :) | ||
| 4f39f011 | 2013-11-15 23:20:50 | Fix viewport being upside down in OpenGL renderer. Fixes Bugzilla #2207. | ||
| ef97aab9 | 2013-11-14 21:39:54 | Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful | ||
| b36d98bd | 2013-11-13 21:50:59 | 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. | ||
| 1c9cc8c9 | 2013-11-05 21:01:25 | Fixed performance regression caused by the fix for bug 2158 | ||
| 20f5167d | 2013-10-20 10:35:51 | Use vertex arrays for drawing points in addition to lines | ||
| 82b8e6df | 2013-10-20 10:10:14 | 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. | ||
| 06cab857 | 2013-10-14 08:56:37 | Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X | ||
| e5ef978e | 2013-10-03 20:42:43 | Fixed a potential double-free bug if glGenTextures() failed. | ||
| 57bd5147 | 2013-09-28 14:06:47 | Added optimized YUV texture upload path with SDL_UpdateYUVTexture() | ||
| 869a7076 | 2013-09-20 13:43:00 | add in High DPI support (aka Retina) - based on J?rgen's patch with a few bug fixes | ||
| f79fc33a | 2013-08-29 08:29:21 | Christoph Mallon: Remove pointless if (x) before SDL_free(x) | ||
| 1e49b1ed | 2013-08-21 09:47:10 | OCD fixes: Adds a space after /* (glory to regular expressions!) | ||
| 695344d1 | 2013-08-21 09:43:09 | OCD fixes: Adds a space before */ | ||
| dad42067 | 2013-08-12 11:13:50 | 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. | ||
| 1ad936eb | 2013-08-11 19:56:43 | 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. |