1. 20 Feb, 2011 1 commit
  2. 24 Jan, 2011 1 commit
  3. 21 Jan, 2010 1 commit
  4. 19 Sep, 2009 1 commit
  5. 23 May, 2009 1 commit
    • Sam Lantinga's avatar
      indent · 483f2ba3
      Sam Lantinga authored
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403608
      483f2ba3
  6. 17 Mar, 2009 1 commit
    • Sam Lantinga's avatar
      Fixed iPhone demos · 7a8aae67
      Sam Lantinga authored
      --HG--
      extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403559
      7a8aae67
  7. 20 Dec, 2008 1 commit
    • Sam Lantinga's avatar
      Date: Fri, 19 Dec 2008 20:17:35 +0100 · 9ba72107
      Sam Lantinga authored
      From: Couriersud
      Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
      
      > For consistency you'd probably want:
      > SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
      > SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
      > SDL_RenderLine(int x1, int y1, int x2, int y2);
      > SDL_RenderFill(SDL_Rect *rect);
      >
      > You probably also want to add API functions query the current state.
      >
      
      I have implemented the above api for the opengl, x11, directfb and
      software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
      BLENDMODE*. The unix build compiles. The windows renderer still needs to
      be updated, but I have no windows development machine at hand. Have a
      look at the x11 renderer for a sample.
      
      Vector games now run at 90% both on opengl and directfb in comparison to
      sdlmame's own opengl renderer. The same applies to raster games.
      
      The diff also includes
      
      a) Changed XDrawRect to XFillRect in x11 renderer
      b) A number of changes to fix blending and modulation issues in the
      directfb renderer.
      
      --HG--
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  8. 04 Oct, 2008 1 commit