1. 17 Feb, 2011 1 commit
  2. 16 Feb, 2011 26 commits
  3. 15 Feb, 2011 4 commits
  4. 14 Feb, 2011 5 commits
  5. 13 Feb, 2011 4 commits
    • Sam Lantinga's avatar
      Fixed renderer variable scope. · 19ffc209
      Sam Lantinga authored
      19ffc209
    • Sam Lantinga's avatar
      Removed renderer definition, removed extra -I statements since no other... · 1c7ff9df
      Sam Lantinga authored
      Removed renderer definition, removed extra -I statements since no other platform has them (files should be explicit in their include paths).
      1c7ff9df
    • Sam Lantinga's avatar
      Frank Zago to SDL · f9a5f416
      Sam Lantinga authored
      On 02/12/2011 01:44 PM, Sam Lantinga wrote:
      > BTW, you probably want to nuke the NDS renderer and just implement these three
      > functions instead:
      >     int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 *
      > format, void ** pixels, int *pitch);
      >     int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects,
      > SDL_Rect * rects);
      >     void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window);
      
      Patch attached. The renderer for the DS is not used anymore, but I left the
      file in place if someone wants to finish it.
      
      I've also added a README.ds and fixed the spinlocks.
      f9a5f416
    • Sam Lantinga's avatar
      A few fixes: · 5095592c
      Sam Lantinga authored
      Fixed creating render texture framebuffer.
      Removed the need for palette watch, added surface format caching.
      Added an SDL_DONTFREE flag so you can't free the window and 1.2 shadow surfaces.
      5095592c