|
7c7a9b7f
|
2013-11-08T14:05:19
|
|
Added a Linux game controller mapping for the Valve Streaming Gamepad
|
|
3523b409
|
2013-11-08T14:05:15
|
|
Made helper window creation depend on initializing the Haptics or Joystick subsystems.
|
|
faebe94c
|
2013-11-08T14:05:08
|
|
Mac: Fix a crash with SDL_MAC_NO_SANDBOX.
When we get a kCGEventTapDisabledByTimeout or
kCGEventTapDisabledByUserInput, the event tap would perform an invalid
memory access. void pointers are so fun.
This code only runs if you explicitly build with SDL_MAC_NO_SANDBOX.
|
|
e3e24bde
|
2013-11-08T14:04:59
|
|
Make sure the joystick count is correct when the added and removed events are dispatched, in case someone is watching for them with an event filter.
|
|
621c7f8f
|
2013-11-08T14:04:51
|
|
Added SDL_HINT_CTRL_CLICK_EMULATE_RIGHT_CLICK hint which controls whether ctrl+click should emulate a right click on OSX.
|
|
493fadd5
|
2013-11-08T14:04:35
|
|
Fixed spot where SDL was assuming that two displays having the same origin means they're the same display. Changed it to check for the same extents instead.
(Sam actually wrote this, I'm just reviewing and checking it in.)
|
|
95c67ed9
|
2013-11-07T19:15:58
|
|
Fixed bug 2219 - BMP loader do not handle big BITMAPINFOHEADER structure
Patrice Mandin
I encountered a problem trying to load a 8-bit paletted BMP file using SDL. This file was generated using GIMP 2.8. It has a big BITMAPINFOHEADER (0x6c bytes for biSize field), and thus the palette is incorrectly setup.
|
|
48e44f7f
|
2013-11-06T23:59:24
|
|
Fixed Windows compile error
|
|
3b050fc9
|
2013-11-06T23:35:08
|
|
Horizontal wheel support in windows
Lorenzo Pistone
this patch adds support for the horizontal wheel in Windows. It is shamelessly copied off the vertical wheel code, but I guess that that is a value added in consistency.
|
|
22770a8f
|
2013-11-06T11:23:24
|
|
[Android] Fixes Bug 2041 - can't get SDL_QUIT event...
Thanks to Denis Bernard!
Also, changed the Android manifest so the app doesn't quit with orientation
changes, and made testgles.c exit properly on Android.
|
|
e27248c2
|
2013-11-06T09:48:45
|
|
Fixes Bug 1944 - Linux events, joysticks having only hat are not read
|
|
1c9cc8c9
|
2013-11-05T21:01:25
|
|
Fixed performance regression caused by the fix for bug 2158
|
|
0b7c69fe
|
2013-11-05T20:07:39
|
|
Adds Joystick support for Android
This bumps the build SDK level to 12 (up from 10). Runtime requirements remain
the same (at API level < 12 joystick support is disabled).
Also enables building SDL for armv7 and x86.
|
|
517886a7
|
2013-11-03T11:13:06
|
|
Fixed bug 2205 - SDL_GetAudioDeviceName returns default-device name on invalid index for default-device only drivers
norfanin
The audio_enumerateAndNameAudioDevicesNegativeTests test in testautomation_audio.c reports a failure for SDL_GetAudioDeviceName when called on a driver that has only the default device. SDL_GetNumAudioDevices reports 1, but SDL_GetAudioDeviceName does not check if the index passed by the caller is in that range in this case. For positive numbers anyway.
This can be reproduced with the dummy driver on Windows and Linux.
|
|
f2224e1f
|
2013-11-03T09:55:27
|
|
Fixed bug 1990 - focus/keyboard events not generated correctly for multiple windows
Mai Lavelle
I've recently tried to create multiple windows and process key events for them, and found that key events weren't being generated for most of the windows. After some investigating I've observed the following effects. All but the most recently created window experience these effects...
- a focus lost event is generated immediately after the focus gained event, even tho window still has focus
- key events report window id 0 rather than the id of the window which has focus, SDL thinks no window has focus?
- giving focus to a non SDL window and then selecting an SDL window causes events to be generated as expected, but only until focus changes again
Focus change events are queued and delayed (200 ticks) before they are dispatched. The problem occurs when a focus out and focus in event are received on the same tick. When these delayed events are dispatched they will be sent in the order determined by the window list rather than the order in which they are received.
The focus out dispatch is implemented by calling SDL_SetKeyboardFocus(NULL). This will remove focus from any window, regardless of whether it is the one originally targeted by the X11 event.
Since SDL_SetKeyboardFocus() will always dispatch a focus lost event as needed, the easiest solution is simply to only call SDL_SetKeyboardFocus(NULL) when SDL_GetKeyboardFocus() matches the target window.
|
|
cd37485e
|
2013-11-02T12:07:21
|
|
Changed parameter name for gesture template save functions from "src" to "dst".
|
|
95bbf5f4
|
2013-11-02T11:51:23
|
|
Removed unreachable return statement in gesture source.
|
|
4e270de1
|
2013-11-02T11:46:43
|
|
Changed function to return -1 through SDL_Error() instead of plain -1.
|
|
0f8d9995
|
2013-11-02T11:42:00
|
|
Corrected typo in source comment.
|
|
e651ab12
|
2013-10-31T10:02:21
|
|
Fixes Bug #2191,incorrect test for egl_context validity
Thanks David Binderman!
|
|
804e5799
|
2013-10-30T16:39:35
|
|
Fixed common test usage string (was "hidpi", should be "highdpi").
|
|
d36c7363
|
2013-10-28T22:43:39
|
|
Updated GL version tests for Mac OS X 10.9 ("Mavericks").
They changed the name of their GL 3.2 enum, added the GL 4.1 core profile.
|
|
609b58e4
|
2013-10-24T00:00:10
|
|
Fixed buffer overflow.
|
|
72de99ae
|
2013-10-23T19:52:14
|
|
Initialize MEMORYSTATUSEX size before GlobalMemoryStatusEx() (thanks, Justin!).
Fixes Bugzilla #2177.
|
|
e0771482
|
2013-10-23T13:43:17
|
|
Fix regression causing crashes when running without a window manager.
|
|
965a0da9
|
2013-10-23T15:54:12
|
|
Moved a SDL_SetError() call elsewhere to avoid triggering it needlessly.
Otherwise, the XInput path would always trigger it in a harmless manner.
|
|
28aa076c
|
2013-10-23T00:58:20
|
|
SDL_GetPrefPath() now uses the organization on all platforms.
Even if that's not the general convention for a given platform.
|
|
298d3d62
|
2013-10-22T21:54:52
|
|
Fixed duplicate const warning
|
|
2348e426
|
2013-10-21T22:08:56
|
|
Fixed whitespace
|
|
bcf5472d
|
2013-10-21T02:37:03
|
|
Fixed bug 2073 - Mac: window moves unexpectedly when exiting SDL_WINDOW_FULLSCREEN_DESKTOP mode
Alex Szpakowski
In Mac OS X, when SDL_SetWindowFullscreen(window, 0) is called on a window which was in SDL_WINDOW_FULLSCREEN_DESKTOP mode, its original size is restored but its position is moved to the bottom of the screen.
I tracked down the issue to these two lines: http://hg.libsdl.org/SDL/file/fdd5cc9e9f90/src/video/cocoa/SDL_cocoawindow.m#l1034
I believe [nswindow setFrameOrigin:rect.origin] implicitly calls [nswindow constrainFrameRect:rect toScreen:screen], which will attempt to constrain the window to the screen, but at that point the window size is still full-screen rather than the restored window size, so the constrainFrameRect function operates on the wrong window size.
https://developer.apple.com/library/mac/documentation/cocoa/reference/applicationkit/classes/NSWindow_Class/Reference/Reference.html#//apple_ref/occ/instm/NSWindow/constrainFrameRect:toScreen:
I resolved the issue by swapping the order of the function calls, like so:
[nswindow setContentSize:rect.size];
[nswindow setFrameOrigin:rect.origin];
|
|
b8b9bfbe
|
2013-10-21T01:16:16
|
|
Fixed some warnings building for 64-bit Windows
|
|
11d38d69
|
2013-10-21T00:30:05
|
|
Fixed bug 2015 - surface getting leak in SDLTest_ScreenShot function
Nitz 2013-08-06 03:53:41 UTC
In function SDLTest_ScreenShot() surface pointer getting leak while return
|
|
80930559
|
2013-10-21T00:25:43
|
|
Fixed bug 2012 - Algorithm logic getting wrong in ComputeOutCode
Nitz
I was going through the SDL_IntersectRectAndLine function and wondered to see the ComputeOutCode function implementation.
The problem in this algo is, x and y axis are getting check with respect to 0, Which is wrong, it should be get checked with respect to rectangle x and y axis.
|
|
deb8086b
|
2013-10-21T00:20:27
|
|
Fixed bug 2072 - Make OS X's filesystem calls use -[NSString fileSystemRepresentation]
C.W. Betts
The recommended way of getting a file name that POSIX file APIs can open in OS X when using an NSString is -[NSString fileSystemRepresentation]. However, the current filesystem API in hg uses -[NSString UTF8String].
|
|
360c3d85
|
2013-10-21T00:15:24
|
|
Better cleanup if OpenGL initialization fails
|
|
a503dabe
|
2013-10-20T23:23:25
|
|
Fixed a crash initializing Android touch IDs
|
|
f8c11bb9
|
2013-10-20T23:05:53
|
|
Fixed the status bar visibility in iOS 7
|
|
85c2e236
|
2013-10-20T22:23:09
|
|
Fixed Y axis inversion on iOS; positive is up, negative is down.
|
|
08fa8da7
|
2013-10-20T21:56:15
|
|
Fixed bug 2129 - fix for bug 2121 breaks linking for mingw and throws multiple warnings
Andreas Ertelt
The problem in question is caused by changeset 7771 (http://hg.libsdl.org/SDL/rev/5486e579872e / https://bugzilla.libsdl.org/show_bug.cgi?id=2121)
The redefinition of __inline__ (introduced by the addition of begin_code.h:128's "|| __STRICT_ANSI__") results in mingw's gcc throwing multiple
warning: always_inline function might not be inlinable [-Wattributes]
as well as a whole bunch of redefinitions of mingw internals which break linking of projects including the SDL2 headers.
|
|
4ca34ad4
|
2013-10-20T21:34:38
|
|
Prevent conflicts when linking both SDL2 and SDL2_gfx
|
|
aa86e05d
|
2013-10-20T20:49:36
|
|
Fixed windows compile
|
|
f5fa492e
|
2013-10-20T20:42:55
|
|
Added a macro SDL_TICKS_PASSED() to correctly compare two 32-bit tick values.
Went through the code and used the macro and fixed a couple places that were using incorrect timestamp comparisons.
|
|
d7103996
|
2013-10-20T23:38:19
|
|
Fix some edge cases in XInput haptic timing.
|
|
dddb8787
|
2013-10-20T23:08:45
|
|
Disable Win32 thread naming again. See Bugzilla #2089.
|
|
0e699eb5
|
2013-10-20T21:18:05
|
|
Added SDL_GL_FRAMEBUFFER_SRGB_CAPABLE (thanks, David!).
Fixes Bugzilla #1985.
|
|
d1bde399
|
2013-10-20T20:24:00
|
|
Backed out changeset 737771c47c6f, done testing Buildbot changes.
|
|
df368084
|
2013-10-20T20:02:02
|
|
Intentionally breaking Windows and Raspberry Pi builds to test Buildbot change.
|
|
f28c7fe8
|
2013-10-20T16:03:11
|
|
Backed out hg changeset add2dbe99fe2. REFGUID is apparently a const type.
|
|
c521ae84
|
2013-10-20T16:02:24
|
|
Patched to compile on non-C99 Microsoft compiler.
|
|
a614f186
|
2013-10-20T16:01:10
|
|
Patched to compile on Windows.
|
|
b285b600
|
2013-10-20T15:55:47
|
|
Allow XInput haptics to run for SDL_HAPTIC_INFINITY time (thanks, Mitchell!).
Partially fixes Bugzilla #2126.
|
|
6e1169dd
|
2013-10-20T15:49:52
|
|
Fixed goofy logic in haptic device comparison code.
Mitchell Keith Bloch did the research on this bug, and came up with a slightly
different patch than this.
Partially fixes Bugzilla #2126.
|
|
54dce3f5
|
2013-10-20T15:45:48
|
|
Don't bother calling SDL_SYS_HapticEffectType() at all for XInput devices.
|
|
5e74299a
|
2013-10-20T15:40:20
|
|
Fix adding of XInput devices (thanks, Mitchell!)
Partially fixes Bugzilla #2126.
|
|
ade13fd7
|
2013-10-20T10:39:26
|
|
It's okay to quit things more than once.
|
|
20f5167d
|
2013-10-20T10:35:51
|
|
Use vertex arrays for drawing points in addition to lines
|
|
82b8e6df
|
2013-10-20T10:10:14
|
|
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.
|
|
a25b5192
|
2013-10-20T09:58:37
|
|
Fixed compiling with the new X11 symbol wrapping
|
|
6a3478c2
|
2013-10-20T17:23:43
|
|
Fix bug 1300 by querying current border size in ConfigureNotify, and adjusting window coordinates accordingly.
|
|
e343273a
|
2013-10-19T01:29:23
|
|
Fixed bug 2162 - SDL_RenderClear not clearing entire render target
Kevin Wells
Overview:
SDL_RenderClear is only clearing part of a texture when it is the render target and a different size than the screen.
Steps to Reproduce:
1) This only occurs with the render driver set to direct3d, so: SDL_SetHint(SDL_HINT_RENDER_DRIVER,"direct3d")
Also, my window was 1280x720.
2) Create a texture for a render target with a resolution of 1024x1024:
texture=SDL_CreateTexture(main_window.renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,1024,1024);
SDL_SetTextureBlendMode(texture,SDL_BLENDMODE_BLEND);
3) Target the texture for rendering: SDL_SetRenderTarget(main_window.renderer,texture);
4) Set the draw color to whatever you want (problem occurs with both 0,0,0,0 and 0,0,0,255 among others) and then clear the render target:
SDL_SetRenderDrawColor(main_window.renderer,0,0,0,0);
SDL_RenderClear(main_window.renderer);
Actual Results:
Only about the top 3/4s of the texture gets cleared on calling SDL_RenderClear. The bottom 1/4 or so does not clear.
Expected Results:
Entire render target should be cleared.
|
|
b4a00144
|
2013-10-18T10:56:45
|
|
Fixed the XInput2 X11 symbols.
|
|
379c0054
|
2013-10-18T00:47:22
|
|
Fixed bug 2123 - SDL_BlitScaled crashes in src/video/SDL_blit_N.c:2145
We need to reset the blit function when switching between scaled and unscaled blits.
|
|
a329c7f1
|
2013-10-18T00:13:51
|
|
Fixed bug 2139 - SDL_CreateWindow/WIN_GL_LoadLibrary fails due to external iconv not being able to convert path
J?nis R?cis
Brief history:
We recently ported a game from SDL 1.2 to SDL 2. While doing Windows testing, I soon discovered that the game exits without opening a window with my cross-compiled SDL2.dll, but works great with the SDL2.dll from the MinGW SDK on libsdl.org. It was as simple as swapping out the DLLs to make it work.
Running the game in Wine showed that the game actually does run, up until the call to SDL_CreateWindow, which fails and leads the game to print out an error:
Failure to create window (LoadLibrary("OPENGL32.DLL"): (null))
Which basically says that there was no error, but maybe that's a Wine quirk.
The error string originates in SDL_windowsopengl.c, in WIN_GL_LoadLibrary, which contains this piece of code:
wpath = WIN_UTF8ToString(path);
_this->gl_config.dll_handle = LoadLibrary(wpath);
SDL_free(wpath);
if (!_this->gl_config.dll_handle) {
char message[1024];
SDL_snprintf(message, SDL_arraysize(message), "LoadLibrary(\"%s\")",
path);
return WIN_SetError(message);
}
After some digging, I discovered the culprit: WIN_UTF8ToString returns NULL. Why? Because it calls iconv_open from an iconv.dll that does not support the UCS-2-INTERNAL encoding. Why does the official SDL2.dll work? Because it calls no external iconv functions at all.
It turns out that the Fedora MinGW infrastructure (from which I obtained the conventiently prebuilt iconv.dll) does not provide a DLL from libiconv, but instead provides a DLL from a minimal Windows library called win-iconv. Which knows a good bit, but doesn't know anything about UCS-2-INTERNAL:
http://code.google.com/p/win-iconv/source/browse/trunk/win_iconv.c#155
So there are two problems here:
1) The error message is clearly useless, because LoadLibrary is an innocent bystander. Instead wpath should probably checked for NULL, and a more appropriate error should be set. Ideally something that makes it clear than an external iconv is causing trouble.
2) SDL doomed itself at the ./configure step, by finding an existing iconv and happily using it without confirming support for the mandatory encodings required by SDL.
There are certainly a few easy ways out of the situation (although I didn't yet manage to figure out how to prevent ./configure from looking for external iconv), but this had me completely stomped for a good while, so I figured it's worth writing down if anything.
(Search also found this, which talks a little about using UTF-16LE instead of UCS-2-INTERNAL: https://bugzilla.libsdl.org/show_bug.cgi?id=2075)
|
|
7ad441a3
|
2013-10-17T23:40:13
|
|
Fixed bug 2069 - Device addition/removal queries all USB devices rather than only HID devices.
Andreas Ertelt
SDL_dxjoystick.c is setting the classguid for device (dis)connect events to USB Devices in general:
dbh.dbcc_classguid = GUID_DEVINTERFACE_USB_DEVICE;
Wouldn't it make more sense to have it just subscribe to Hid device events? This would mean less meaningless events reaching the application.
|
|
3f8df109
|
2013-10-17T23:15:27
|
|
Fixed 1598 - Mingwin build fails on src/audio/xaudio2/SDL_xaudio2.c
|
|
888d807a
|
2013-10-17T23:05:40
|
|
Removed redundant #ifdef
|
|
12ca3ce3
|
2013-10-17T23:02:29
|
|
Fixed building using MinGW
Our SDL_windows.h needed to be included before anything else so UNICODE is defined.
|
|
a2bd8970
|
2013-10-18T01:36:41
|
|
Don't supply duplicate X11 symbols inside SDL.
Fixes static linking when something else also uses X11.
|
|
95dc9940
|
2013-10-17T20:49:30
|
|
Fix to unbreak SDL_GetSystemRAM() on FreeBSD
Marcus von Appen
Revision eecbcfed77c9 of the SDL hg repo introduces the new
SDL_GetSystemRAM() function, which breaks the build on FreeBSD. Find
attached a patch, which unbreaks the build and also should (for most
cases) properly implement the sysctl support it.
|
|
14e13e13
|
2013-10-17T17:38:55
|
|
Fixed compiler warning if dynamic X11 loading isn't enabled.
|
|
7db31223
|
2013-10-17T17:37:23
|
|
Fixed using the wrong variable when reporting a missing SDL scancode mapping.
|
|
2e6b4b96
|
2013-10-17T11:56:33
|
|
Fixed compiling on Mac OS X, added a system RAM test
|
|
8b79cbad
|
2013-10-17T11:32:56
|
|
Added an API to get the amount of system RAM
|
|
852004a2
|
2013-10-17T11:32:14
|
|
The _SC_PHYS_PAGES method of calculating RAM works on Linux.
|
|
6435a82d
|
2013-10-14T09:12:30
|
|
Backed out revision fb5ab0e91c56, the platform specific messagebox functions don't have the right prototype since they're designed to be used standalone.
|
|
4b603abf
|
2013-10-14T08:56:55
|
|
For some reason, trying to raise the window programmatically while it's alt-tabbed away will minimize it. Added a workaround for this.
|
|
fea2699c
|
2013-10-14T08:56:50
|
|
Fixed the windows message debug output so it works without HAVE_LIBC
|
|
06cab857
|
2013-10-14T08:56:37
|
|
Added support for SDL_PIXELFORMAT_UYVY surfaces on Mac OS X
|
|
8ec3ba38
|
2013-10-13T19:59:40
|
|
Fixed accumulating mouse wheel motion for the Microsoft Wireless Mouse 5000
|
|
a7b2db05
|
2013-10-13T19:48:45
|
|
Added an assert to catch init/quit call mismatch that might bite people.
|
|
e9d21339
|
2013-10-13T17:15:43
|
|
Prevent keystrokes from leaking through to the console when using evdev.
This uses the same method Weston and X use. Sadly, to be fully effective when
launching remotely, this needs root permissions.
|
|
074a1c4c
|
2013-10-12T16:29:34
|
|
Fixes X11 video backend compilation when no GL is available
For example, in our Raspberry Pi sysroot.
|
|
a7e1fddd
|
2013-10-10T21:50:25
|
|
Updated SDL to version 2.0.1
|
|
15682c0c
|
2013-10-10T20:58:20
|
|
Report joystick added/removed events even if we don't have udev.
T. Joseph Carter
As discussed (possibly to death), the Linux joystick driver does not actually report events for added or removed joysticks when you haven't got udev support.
We simply cannot know about removed joysticks without udev. But we can (and we should) report adding them. This brings the legacy case in line with pretty much the rest of SDL's joystick drivers.
|
|
f7e0a9b2
|
2013-10-10T02:21:41
|
|
Patched to compile in C90 mode.
|
|
89131435
|
2013-10-10T00:49:57
|
|
Adds gl_profile_mask to test framework, uses it in testgles
|
|
d0fddfab
|
2013-10-10T00:30:03
|
|
Fixes Bug 2134 - [Android] Black screen after resume (sometimes)
|
|
2568a367
|
2013-10-07T16:01:40
|
|
Mac: Better handling when someone else is the app delegate.
|
|
c455f729
|
2013-10-07T14:16:38
|
|
Fix SDL_SetWindowPosition on fullscreen windows.
This reverts http://hg.libsdl.org/SDL/rev/7cdeb64faa72 and fixes it in
the correct way. If you call SDL_SetWindowPosition on a fullscreen
window, it would update the x & y variables for the window, but not
actually move the window (since it was fullscreen). That would make the
internal state of the SDL_Window incorrect, causing
SDL_WarpMouseInWindow to offset incorrectly.
This makes it so SDL_SetWindowPosition updates the `windowed' x & y
coordinates, which take effect when you revert from fullscreen.
|
|
cca09422
|
2013-10-06T20:39:23
|
|
Only allocate a joystick instance ID once we know it's a joystick.
This fixes compatibility with code that assumes 0 based joystick instance IDs.
|
|
11c45c4e
|
2013-10-06T13:50:36
|
|
Removed unused variables (thanks Joseph!)
|
|
8f46bcfd
|
2013-10-06T13:49:23
|
|
Check for NULL joystick in SDL_JoystickGetGUID()
|
|
90a219a3
|
2013-10-05T21:15:55
|
|
Fixed bug where a Logitech wireless keyboard with built-in mouse touchpad didn't get recongized as both devices.
|
|
52966427
|
2013-10-05T19:09:03
|
|
Fixed bug 2132 - Tests may use invalid SDL_window pointers when windows are closed
norfanin
Some of the tests keep using the pointers of a destroyed SDL_Window when the common event handling handled the close event. The event handler itself does not NULL the pointer after the destruction.
The attached patch adds a loop in the handler that will assign NULL to the destroyed window. It also adds checks to some of the tests so they skip those windows by checking for NULL.
|
|
36b75917
|
2013-10-05T12:29:05
|
|
Do a 32-bit compare on RGBA values. Thsi should be inlined in optimized builds.
|
|
0db36f51
|
2013-10-05T17:08:19
|
|
Added detection of touch devices before first touch events happen on Android.
On Android available touch devices are now added with video initialization (like
the keyboard). This fixes SDL_GetNumTouchDevices() returning 0 before any touch
events happened although there is a touch screen available. The adding of touch
devices after a touch event was received is still active to allow connecting
devices later (if this is possible) and to provide a fallback if the new init
did not work somehow. For the implementation JNI was used and API level 9 is
required. There seems to be nothing in the Android NDK's input header (input.h)
to implement everything on C side without communication with Java side.
|
|
5607cc45
|
2013-10-05T00:29:57
|
|
Avoid redundant state changes in the GLES2 renderer.
|
|
500e4f6f
|
2013-10-04T11:25:14
|
|
Removed "u_colorTable" uniform from the GLES2 renderer. It's not used anywhere.
|
|
9c489c7c
|
2013-10-04T08:23:37
|
|
Fix EGL/OpenGL ES paths
|
|
50989846
|
2013-10-03T20:48:52
|
|
Added optional error checking for OpenGL ES 2.0 in the same style as the OpenGL renderer.
You can enable it like this: SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
|