1. 04 Apr, 2011 1 commit
  2. 11 Mar, 2011 1 commit
  3. 10 Mar, 2011 1 commit
  4. 07 Mar, 2011 1 commit
    • Sam Lantinga's avatar
      a Nintendo ds update · 6e05dee6
      Sam Lantinga authored
      Frank Zago to SDL
      
      For those interested, here's a snapshot of the current port. I did away with
      most of the previous attempt which was based of the sprite engine, because the
      support is limited to 128 64x64 sprites. Instead I'm using the gl engine.
      The drawback is that either the frame buffer or the gl engine can be used
      because there's not that much video memory on a DS.
      
      With minimal changes to their code, it can now run the following tests: ,
      testspriteminimal, testscale and testsprite2. The last 2 only run under the
      emulator for some reason. The tests are not included in this patch for size
      reason.
      
      In 16 bits mode, the 16th bit indicated transparency/opacity. If 0, the color
      is not displayed. So I had to patch a few core file to set that bit to 1. See
      patch for src/video/SDL_RLEaccel.c and src/video/SDL_blit.h. Is that ok, or is
      there a better way ?
      
      The nds also doesn't support windowed mode, so I force the fullscreen in
      src/video/SDL_video.c.  Is that ok, or is there a better way ?
      
      To get a smaller library, I also tried to not compile the software renderer
      when the hardware renderer is compiled in, and define SDL_NO_COMPAT; however
      the compilation eventually fails in SDL_surface.c because SDL_SRCCOLORKEY is
      defined in SDL_compat.h. Is SDL_NO_COMPAT only for application and not SDL
      itself ?
      6e05dee6
  5. 28 Feb, 2011 1 commit
  6. 21 Feb, 2011 2 commits
  7. 18 Feb, 2011 1 commit
  8. 17 Feb, 2011 2 commits
  9. 15 Feb, 2011 2 commits
  10. 13 Feb, 2011 2 commits
    • 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
  11. 12 Feb, 2011 3 commits
  12. 08 Feb, 2011 3 commits
  13. 06 Feb, 2011 3 commits
  14. 05 Feb, 2011 3 commits
  15. 03 Feb, 2011 4 commits
  16. 02 Feb, 2011 1 commit
    • Sam Lantinga's avatar
      Moved the rendering code out to a separate directory in the hope that it can... · 5897ef7d
      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
      5897ef7d