- 04 Feb, 2011 2 commits
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Sam Lantinga authored
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Sam Lantinga authored
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- 03 Feb, 2011 12 commits
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Sam Lantinga authored
Added a way to get a framebuffer interface for a window, and also a way to create a software renderer for an arbitrary surface. The software renderer has been re-routed to use the framebuffer interface, which makes it possible to have software rendering available even on simple ports.
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
--HG-- rename : src/video/SDL_blendline.c => src/render/software/SDL_blendline.c rename : src/video/SDL_blendpoint.c => src/render/software/SDL_blendpoint.c rename : src/video/SDL_draw.h => src/render/software/SDL_draw.h rename : src/video/SDL_drawline.c => src/render/software/SDL_drawline.c rename : src/video/SDL_drawpoint.c => src/render/software/SDL_drawpoint.c
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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
This allows me to reduce the set of formats supported by the renderers to the most optimal set, for a nice speed boost. --HG-- rename : src/video/SDL_yuv_mmx.c => src/render/SDL_yuv_mmx.c rename : src/video/SDL_yuv_sw.c => src/render/SDL_yuv_sw.c rename : src/video/SDL_yuv_sw_c.h => src/render/SDL_yuv_sw_c.h rename : src/video/mmx.h => src/render/mmx.h
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Sam Lantinga authored
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- 02 Feb, 2011 9 commits
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Sam Lantinga authored
Moved the rendering code out to a separate directory in the hope that it can someday be completely decoupled from the rest of the library and be expanded to an awesome 2D on 3D library. --HG-- rename : src/video/windows/SDL_d3drender.c => src/render/direct3d/SDL_d3drender.c rename : src/video/SDL_renderer_gl.c => src/render/opengl/SDL_renderer_gl.c rename : src/video/SDL_renderer_gles.c => src/render/opengles/SDL_renderer_gles.c rename : src/video/SDL_renderer_sw.c => src/render/software/SDL_renderer_sw.c
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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
The rendering functions take a context so it's clear what window they're drawing to. This also potentially opens to the door to multi-threaded rendering in the future.
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Sam Lantinga authored
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- 01 Feb, 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
Making the API simpler, the renderer present semantics are always having a backbuffer and then discarding it. This is best for hardware accelerated rendering. --HG-- extra : rebase_source : bbe6641fce097c79ccd47f4e1ea6b27683fd0acb
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Sam Lantinga authored
--HG-- extra : rebase_source : 880752438aae8f6526503d220bad91aabc3a7d1c
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Sam Lantinga authored
--HG-- extra : rebase_source : f06ea01caa64c8ad14170c723e5af52dad64d779
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Sam Lantinga authored
--HG-- extra : rebase_source : d00f0590e133604070f978762a6728b4afde02ca
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Sam Lantinga authored
Making the API simpler, scaling is always defined as linear interpolation and should be supported as much as possible on all renderers. --HG-- extra : rebase_source : 4edac7fd162a2eb37a50159b958db37a03e944a5
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Sam Lantinga authored
--HG-- extra : rebase_source : 3fc2560c02393bf9e7c46360fc24f2585c9409be
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Sam Lantinga authored
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Sam Lantinga authored
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Sam Lantinga authored
Vittorio Giovara 2011-02-01 02:25:48 PST i have attached an updated patch that fixes this behaviour
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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
Vittorio Giovara 2011-02-01 02:21:50 PST with the attached patch, the opengles context will always use the maximum screensize available; this is particularly useful for supporting retina display on latest iphone. please note: Apple documentation warns that using the "upscaled" gl context actually uses more memory and bandwitdh, so it might be worth to let the user decide whether to disable it or not, either with a flag or a sdl function...
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Sam Lantinga authored
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