We’re shipping this thing in a few days, and if there’s a bug in it,
that bug will likely remain forever, as we’re moving to 1.3 development
full time after this release.
REPEAT: there will be no 1.2.15. If you need the 1.2 API and know of a
bug, speak now or forever hold your peace.
Some things have changed drastically: the PulseAudio code is brand new,
the ALSA code has had some serious changes. If they don’t get test
coverage in the wild, you get what you get.
Other bugs will not be addressed if we don’t know about them. We have
closed close to 100 bugs for this release…
I haven’t been following this for awhile, but will there be OpenGL 3+
context support in 1.2.14? I would like to see it.
Thanks
Dave
Ryan C. Gordon wrote:>
We’re shipping this thing in a few days, and if there’s a bug in it,
that bug will likely remain forever, as we’re moving to 1.3
development full time after this release.
REPEAT: there will be no 1.2.15. If you need the 1.2 API and know of a
bug, speak now or forever hold your peace.
Some things have changed drastically: the PulseAudio code is brand
new, the ALSA code has had some serious changes. If they don’t get
test coverage in the wild, you get what you get.
Other bugs will not be addressed if we don’t know about them. We have
closed close to 100 bugs for this release…
No, that is a 1.3 planned feature.On Tue, Oct 13, 2009 at 3:56 PM, Mars999 wrote:
I haven’t been following this for awhile, but will there be OpenGL 3+
context support in 1.2.14? I would like to see it.
Thanks
Dave
Ryan C. Gordon wrote:
We’re shipping this thing in a few days, and if there’s a bug in it, that
bug will likely remain forever, as we’re moving to 1.3 development full time
after this release.
REPEAT: there will be no 1.2.15. If you need the 1.2 API and know of a
bug, speak now or forever hold your peace.
Some things have changed drastically: the PulseAudio code is brand new,
the ALSA code has had some serious changes. If they don’t get test coverage
in the wild, you get what you get.
Other bugs will not be addressed if we don’t know about them. We have
closed close to 100 bugs for this release…
Prevent loss of OpenGL context when setting the video mode in response to
a window resize event.
Can someone please confirm that this is working? If so, how is it supposed
to work? I’m drawing a textured quad and then calling SDL_SetVideoMode
during a SDL_VIDEORESIZE event, but the texture in my quad vanishes (the
object becomes white).
What platform are you running on? Do you have a simple test case?
Thanks!On Wed, Oct 14, 2009 at 5:51 AM, Daniel Camozzato <daniel.camozzato at gmail.com> wrote:
Hi,
I’ve seen this in the 1.2.14 change list:
Prevent loss of OpenGL context when setting the video mode in response to
a window resize event.
Can someone please confirm that this is working? If so, how is it supposed
to work? I’m drawing a textured quad and then calling SDL_SetVideoMode
during a SDL_VIDEORESIZE event, but the texture in my quad vanishes (the
object becomes white).
On some platforms I just use the supplied binaries rather than building from
scratch. (Well mainly on mac).
If not, I’ll try and build them myself.
cheers,On Tue, Oct 13, 2009 at 8:18 AM, Ryan C. Gordon wrote:
We’re shipping this thing in a few days, and if there’s a bug in it, that
bug will likely remain forever, as we’re moving to 1.3 development full time
after this release.
REPEAT: there will be no 1.2.15. If you need the 1.2 API and know of a bug,
speak now or forever hold your peace.
Some things have changed drastically: the PulseAudio code is brand new, the
ALSA code has had some serious changes. If they don’t get test coverage in
the wild, you get what you get.
Other bugs will not be addressed if we don’t know about them. We have
closed close to 100 bugs for this release…
The relevant function is, I think, processEvents(). The resolution is
changed there by pressing the ‘a’ and ‘z’ keys. Using fullscreen mode /
windowed mod makes no difference. Ah, resizing the window by dragging the
border doesn’t make the texture disappear.On Thu, Oct 15, 2009 at 1:46 AM, Sam Lantinga wrote:
On Thu, Oct 15, 2009 at 1:50 AM, Ren? Dudfield wrote:
The relevant function is, I think, processEvents(). The resolution is
changed there by pressing the ‘a’ and ‘z’ keys. Using fullscreen mode /
windowed mod makes no difference. Ah, resizing the window by dragging the
border doesn’t make the texture disappear.
On Thu, Oct 15, 2009 at 1:50 AM, Ren? Dudfield wrote: