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6101e4b2
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2014-06-07T18:20:01
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Added SDL_sqrtf(), SDL_tan(), SDL_tanf()
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2a7aa9bd
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2014-05-06T00:13:07
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Fix build on Windows targets without dxgi.h, like MingW32.
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3dcb451f
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2014-04-09T21:29:19
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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.
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b68b6e23
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2014-03-12T11:57:15
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Fixed various build and runtime errors when using WinRT with VS2012.
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05c23063
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2014-03-09T11:06:11
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Fixed line endings on WinRT source code
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d92f0127
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2013-12-21T10:08:11
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WinRT: enabled OpenGL ES 2 support by default
A copy of ANGLE/WinRT is still needed to run OpenGL content, but is not needed to compile SDL/WinRT.
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67925947
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2013-11-29T00:21:56
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WinRT: removed a now-complete TODO comment regarding Direct3D 11
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b6f80d85
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2013-11-29T00:19:46
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WinRT: enable the OpenGL ES 2 SDL_Renderer backend, if and when OpenGL ES 2 support is compiled in
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749117ac
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2013-11-04T19:54:29
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WinRT: added experimental OpenGL ES 2.0 support
A port of the ANGLE library (OpenGL ES 2.0 for Direct3D) to WinRT, via https://github.com/stammen/angleproject, is used as a base.
To enable, clone 'angleproject' into the directory one above where SDL/WinRT is, open the file SDL/include/SDL_config_winrt.h, and uncomment the #defines that begin with 'SDL_VIDEO_OPENGL'. From there, apps can create an OpenGL capable SDL_Window via the flag, SDL_WINDOW_OPENGL, and an OpenGL ES 2 context via SDL_GL_CreateContext. The Direct3D 11.1 renderer cannot be used alongside SDL_WINDOW_OPENGL. Only Windows 8/8.1 is supported for now. Shaders may need to be precompiled, in some (all?) cases.
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f3bd9175
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2013-09-04T19:55:45
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WinRT: more renaming of "windowsrt" to "winrt"
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