- 21 Jan, 2011 1 commit
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Sam Lantinga authored
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- 20 Jan, 2011 1 commit
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Jjgod Jiang authored
Simply ignore the event handler for Windowed mode in fullscreen.
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- 21 Jan, 2011 1 commit
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Sam Lantinga authored
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- 20 Jan, 2011 1 commit
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Jjgod Jiang authored
With proposed patch by vernier.
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- 21 Jan, 2011 1 commit
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Sam Lantinga authored
You can also do this through the native API: UIWindow *window = [[UIApplication sharedApplication] keyWindow]; Also needed to name the union for events and window info.
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- 20 Jan, 2011 14 commits
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Ryan C. Gordon authored
--HG-- rename : .hgeol => .DISABLED-hgeol
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Ryan C. Gordon authored
Don't forget to add "eol =" to the "[extensions]" section of your .hgrc!
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Sam Lantinga authored
Vittorio Giovara 2010-07-16 19:09:28 PDT i was reading SDL_renderer_gles and i noticed that every time we there is some gl call the gl state is modified with a couple of glEnableClientState()/glDisableClientState. While this is completely fine for desktops systems, this is a major performace kill on mobile devices, right where opengles is implemented. Normal practice in this case is to update the glstate once, keep it always the same and disable/enable other states only in very special occasions. On the web there's plenty of documentation (on the top of my head http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/Performance/Performance.html#//apple_ref/doc/uid/TP40008793-CH105-SW5 ) and i personally tried this. I modified my code and got a 10 fps boost, then modified SDL_render_gles and shifted from 40 fps to 50 fps alone -- considering that i started from ~30fps i got an 80% performance increase with this technique. I have attached a dif of my changes, hope that it will be included in mainstream.
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Sam Lantinga authored
pelya 2010-07-21 04:54:41 PDT GLES_UpdateTexture() ignores pitch value, because of that some textures created with SDL_CreateTextureFromSurface() are drawn incorrectly, especially if image width is not multiplier of 2.
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Sam Lantinga authored
Vittorio Giovara 2010-07-17 19:21:36 PDT fix the double free error in SDL_uikitview the variable 'textfield' is initialialized and set to autorelease. however in the dealloc method a second [release] is sent. If the textfield has not been set to nil before (with a viewDidUnload for example) this can lead to awful hard-to-find crashes when the SDL code terminates. the error message is -[textfield release] message sent to deallocated instance 0x4e5fa90 the fix is simple, just release the object as soon as it is added to the subview, see attached patch
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Sam Lantinga authored
SDL doesn't depend on GLU, and overwhelming feedback from the mailing list is that people don't want it included in SDL_opengl.h
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Sam Lantinga authored
The are no event handlers for the middle mouse button, right mouse buttons, and mouse wheel in the latest HG revision 4636. It has been like this for 3 months. I made a patch for this, though I'm not sure if the Xbutton or mouse wheel code is "correct" by your standards.
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
in SDL 1.3 (revision 5508 from SVN), the method used to calculate the bits per pixel from a “int format” differ between “SDL_ListModes” (which always uses the “SDL_BITSPERPIXEL” macro) and “SDL_PixelFormatEnumTo- Masks” (which uses either “SDL_BITSPERPIXEL” or “SDL_BYTESPERPIXEL * 8”, depending on the value of “SDL_BYTESPERPIXEL”). Because the values are later compared in “SDL_ListModes” this may lead to some valid video modes not being returned. In my case the only mode returned by “SDL_GetNumDisplayModes” was dismissed and NULL was returned. (This led to the calling application sticking its head in the sand.) The attached patch copies the method used within “SDL_PixelFormatEnumTo- Masks” to “SDL_ListModes”. This solved the problem for me though I don't fully understand the method used by “SDL_PixelFormatEnumToMasks”.
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Sam Lantinga authored
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- 19 Jan, 2011 17 commits
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
I *think* the patch below works correctly: sdl-config gets the -march flag and SDL builds fine. Perhaps there's a better way to get the -march flag into both CFLAGS and SDL_FLAGS w/o dragging along more cruft, but adding it to BASE_CFLAGS seemed the best bet to my eyes.
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Sam Lantinga authored
I did some digging, and I think I've found a better solution. By including some additional .m4 macros in the acinclude directory (http://www.gnu.org/software/autoconf-archive/ax_check_compiler_flags.html, http://www.gnu.org/software/autoconf-archive/ax_gcc_archflag.html and http://www.gnu.org/software/autoconf-archive/ax_gcc_x86_cpuid.html) then using the patch below (same as previous patch + one line change to configure.in), SDL will build correctly out of the box. The arch can then be overridden by --with-gcc-arch=<arch> (most will probably want to build with i686 there for general distribution) or --without-gcc-arch, to disable setting the arch all together. On my Atom netbook, I get -march=PentiumPro by default, which works great, as does --with-gcc-arch=i686.
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
Fixed building SDL test programs
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- 18 Jan, 2011 4 commits
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Sam Lantinga authored
That's actually okay, since gcc has the builtin atomic intrinsics. :)
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
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