1. 20 Jan, 2011 13 commits
    • Ryan C. Gordon's avatar
      Added .hgeol to handle file EOL conversion. · e17ec276
      Ryan C. Gordon authored
      Don't forget to add "eol =" to the "[extensions]" section of your .hgrc!
      e17ec276
    • Sam Lantinga's avatar
      Fixed bug #1026 · 62dddd62
      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.
      62dddd62
    • Sam Lantinga's avatar
      Fixed bug #1028 · 92b3d10a
      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.
      92b3d10a
    • Sam Lantinga's avatar
      Fixed bug #1027 · 7a1c6519
      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
      7a1c6519
    • Sam Lantinga's avatar
      SDL doesn't depend on GLU, and overwhelming feedback from the mailing list is... · 6642f38c
      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
      6642f38c
    • Sam Lantinga's avatar
      John Wilson 2010-08-17 17:09:16 PDT · 0595ce74
      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.
      0595ce74
    • Sam Lantinga's avatar
      PS3 Linux is no more... · c4d74517
      Sam Lantinga authored
      c4d74517
    • Sam Lantinga's avatar
    • Sam Lantinga's avatar
      75ed99ed
    • Sam Lantinga's avatar
    • Sam Lantinga's avatar
      Removed debug print statements · c14d8951
      Sam Lantinga authored
      c14d8951
    • Sam Lantinga's avatar
      Florian Forster to sdl · e3408530
      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”.
      e3408530
    • Sam Lantinga's avatar
  2. 19 Jan, 2011 17 commits
  3. 18 Jan, 2011 7 commits
  4. 17 Jan, 2011 3 commits