Added SDL_HasAVX2() to detect CPUs with AVX2 support
Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window
like traditional window decorations (drag areas, resize areas)
Added SDL_GetGrabbedWindow() to get the window that currently has input
grab, if any
Added SDL_RenderIsClipEnabled() to tell whether clipping is currently
enabled in a renderer
Added SDL_CaptureMouse() to capture the mouse to get events while the
mouse is not in your window
Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen
space
Added SDL_GetGlobalMouseState() to get the current mouse state outside of
an SDL window
Added a direction field to mouse wheel events to tell whether they are
flipped (natural) or not
You can distinguish between real mouse and touch events by looking for
SDL_TOUCH_MOUSEID in the mouse event “which” field
Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to
[WGL|GLX]_ARB_context_flush_control extension)
Added EGL_KHR_create_context support to allow OpenGL ES version selection
on some platforms
Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0
renderers
Added a Vivante video driver that is used on various SoC platforms
Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D
renderers when the D3D device is lost, and from Android’s event loop when
the GLES context had to be recreated
Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL’s built in signal
handling
Improved support for WAV and BMP files with unusual chunks in them
Windows:
Added support for Windows Phone 8.1
Timer resolution is now 1 ms by default, adjustable with the
SDL_HINT_TIMER_RESOLUTION hint
SDLmain no longer depends on the C runtime, so you can use the same .lib
in both Debug and Release builds
Added SDL_SetWindowsMessageHook() to set a function to be called for
every windows message before TranslateMessage()
Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether
SDL_PumpEvents() processes the Windows message loop
SDL_SysWMinfo now contains the window HDC
Added support for Unicode command line options
Prevent beeping when Alt-key combos are pressed
Mac OS X:
Implemented drag-and-drop support
Improved joystick hot-plug detection
Fixed relative mouse mode when the application loses/regains focus
SDL_SysWMInfo is now ARC-compatible
Linux:
Enabled building with Mir and Wayland support by default.
Added IBus IME support
Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus should
handle text editing internally instead of sending SDL_TEXTEDITING events
Added support for multiple audio devices when using Pulseaudio
Fixed duplicate mouse events when using relative mouse motion
iOS:
Added support for iOS 8
Android:
Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse
events from being registered as touch events
Not sure - but I think there might be a logic flaw in SDL_SetWindowGrab.
The problem here is that this modifies the window flags and e.g. sets
SDL_WINDOW_INPUT_GRABBED - but the _this->grabbed_window pointer is not
yet set.
Then in SDL_UpdateWindowGrab the _this->grabbed_window pointer is only
set if the function pointer _this->SetWindowGrab is not NULL. But if
this is NULL, the _this->grabbed_window pointer is never set, but every
future call to any of the grab functions include an assert for:
SDL_assert(!_this->grabbed_window || ((_this->grabbed_window->flags &
SDL_WINDOW_INPUT_GRABBED) != 0));
That means the first call works, the second always fails and triggers
the assert.
Regards
MartinAm 13.06.2015 um 22:32 schrieb Sam Lantinga:
Added SDL_HasAVX2() to detect CPUs with AVX2 support
Added SDL_SetWindowHitTest() to let apps treat parts of their SDL
window like traditional window decorations (drag areas, resize areas)
Added SDL_GetGrabbedWindow() to get the window that currently has
input grab, if any
Added SDL_RenderIsClipEnabled() to tell whether clipping is
currently enabled in a renderer
Added SDL_CaptureMouse() to capture the mouse to get events while
the mouse is not in your window
Added SDL_WarpMouseGlobal() to warp the mouse cursor in global
screen space
Added SDL_GetGlobalMouseState() to get the current mouse state
outside of an SDL window
Added a direction field to mouse wheel events to tell whether they
are flipped (natural) or not
You can distinguish between real mouse and touch events by looking
for SDL_TOUCH_MOUSEID in the mouse event “which” field
Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to
[WGL|GLX]_ARB_context_flush_control extension)
Added EGL_KHR_create_context support to allow OpenGL ES version
selection on some platforms
Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0
renderers
Added a Vivante video driver that is used on various SoC platforms
Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D
renderers when the D3D device is lost, and from Android’s event loop
when the GLES context had to be recreated
Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL’s built in
signal handling
Improved support for WAV and BMP files with unusual chunks in them
Windows:
Added support for Windows Phone 8.1
Timer resolution is now 1 ms by default, adjustable with the
SDL_HINT_TIMER_RESOLUTION hint
SDLmain no longer depends on the C runtime, so you can use the same
.lib in both Debug and Release builds
Added SDL_SetWindowsMessageHook() to set a function to be called for
every windows message before TranslateMessage()
Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether
SDL_PumpEvents() processes the Windows message loop
SDL_SysWMinfo now contains the window HDC
Added support for Unicode command line options
Prevent beeping when Alt-key combos are pressed
Mac OS X:
Implemented drag-and-drop support
Improved joystick hot-plug detection
Fixed relative mouse mode when the application loses/regains focus
SDL_SysWMInfo is now ARC-compatible
Linux:
Enabled building with Mir and Wayland support by default.
Added IBus IME support
Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus
should handle text editing internally instead of sending
SDL_TEXTEDITING events
Added support for multiple audio devices when using Pulseaudio
Fixed duplicate mouse events when using relative mouse motion
iOS:
Added support for iOS 8
Android:
Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent
mouse events from being registered as touch events
So still no news about CMake scripts in SDL2? It is a pity compiling on windows with cmake generates 5/6 MB binary while the official binary is much smaller, also Emscripten “binaries” are corrupted if not all libraries are built with same optimization flags (so basically, where do I check wich optimization does SDL use? XD ), the flags used during compilation of SDL should be in a separed script so that users could adjust them to make SDL2 build with same optimization flags of their projects (for a web build it needs to be tested if a project gets benefits from being built with Os or O2 or something different because in Javascript code size sometimes impact performance).
I tried to put my hands in build scripts but it’s a mess… If I don’t rembmer correctly I’m not the only asking for that (and that’s not my first post). Also why maintain dozen of different build systems? Cmake should be the official one (could also generate Visual studio solution) and visual studio solution should be provided just as “commodity”.
SDL2.0.4 actually don’t compile on Windows with CMake (SDL2.0.3 compiled “fine”): (tested with GCC from 4.6 to 4.9 and emscripten)
The script I used to compile:
In particular in my CMake:
Code:
if(BADE_USE_SDL2_FOR_DEMOS) #run demos using SDL2 as windowing system instead of default
add_subdirectory( ${BADE_SDL2_DIRECTORY} ${CMAKE_BINARY_DIR}/SDL2)
endif()
No longer works (the directories are correct, infact the script is found and runned, but it fails… the output of the error log is 200KB I don’t think you want to dig into that.
We plan to release this soon, so please try it out and report any issues with your applications:
Does this RC intentionally omit the docs directory mentioned in INSTALL.txt and README.txt? Maybe your packaging script wasn’t updated to include docs/*?
Added SDL_HasAVX2() to detect CPUs with AVX2 support
Added SDL_SetWindowHitTest() to let apps treat parts of their SDL
window like traditional window decorations (drag areas, resize areas)
Added SDL_GetGrabbedWindow() to get the window that currently has input
grab, if any
Added SDL_RenderIsClipEnabled() to tell whether clipping is currently
enabled in a renderer
Added SDL_CaptureMouse() to capture the mouse to get events while the
mouse is not in your window
Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen
space
Added SDL_GetGlobalMouseState() to get the current mouse state outside
of an SDL window
Added a direction field to mouse wheel events to tell whether they are
flipped (natural) or not
You can distinguish between real mouse and touch events by looking for
SDL_TOUCH_MOUSEID in the mouse event “which” field
Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to
[WGL|GLX]_ARB_context_flush_control extension)
Added EGL_KHR_create_context support to allow OpenGL ES version
selection on some platforms
Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0
renderers
Added a Vivante video driver that is used on various SoC platforms
Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D
renderers when the D3D device is lost, and from Android’s event loop when
the GLES context had to be recreated
Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL’s built in
signal handling
Improved support for WAV and BMP files with unusual chunks in them
Windows:
Added support for Windows Phone 8.1
Timer resolution is now 1 ms by default, adjustable with the
SDL_HINT_TIMER_RESOLUTION hint
SDLmain no longer depends on the C runtime, so you can use the same
.lib in both Debug and Release builds
Added SDL_SetWindowsMessageHook() to set a function to be called for
every windows message before TranslateMessage()
Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether
SDL_PumpEvents() processes the Windows message loop
SDL_SysWMinfo now contains the window HDC
Added support for Unicode command line options
Prevent beeping when Alt-key combos are pressed
Mac OS X:
Implemented drag-and-drop support
Improved joystick hot-plug detection
Fixed relative mouse mode when the application loses/regains focus
SDL_SysWMInfo is now ARC-compatible
Linux:
Enabled building with Mir and Wayland support by default.
Added IBus IME support
Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus
should handle text editing internally instead of sending SDL_TEXTEDITING
events
Added support for multiple audio devices when using Pulseaudio
Fixed duplicate mouse events when using relative mouse motion
iOS:
Added support for iOS 8
Android:
Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse
events from being registered as touch events
Well, SDL does support OpenGL ES 3.0 and 3.1 now (including when EGL is used for context creation) ? although the OpenGL ES 3.x function and enum declarations aren’t included with any SDL_opengles* file at the moment.
To test whether OpenGL ES 3.0 functions and enums have been #included, you can check for the GL_ES_VERSION_3_0 and GL_ES_VERSION_3_1 defines, e.g.:
#ifdef GL_ES_VERSION_3_1
// ?
#endif> On Jun 17, 2015, at 10:11 AM, Gabriel Jacobo wrote:
I put on hold ES3 support work back when 2.0.4 release was “imminent”…a year ago
Now that it’s finally going to come out, I’ll get started on it again.
2015-06-16 23:16 GMT-03:00 Alundra <segura.mikael at orange.fr <mailto:segura.mikael at orange.fr>>:
Is it possible to know when an OpenGL ES 3 (and 3.1) header will be there ?
Thanks
How comprehensive is this changelist? I’m diffing my way through 2.0.4 and
seeing a bunch of Android changes that seem to allow RWops to read from
expansion APK files. I haven’t tested it yet, but removing a 50MB
filesystem limit is a major upgrade!
Also, didn’t we apply a bunch of Alex’s changes to iOS? Or is that
"support for iOS8" in a nutshell?
I think there might be more major things in here than you’re giving the
release credit for.
I hope to spend time this weekend heavily testing it; linking it to
multiple shipping codebases on nearly all supported platforms and running
it through Valgrind on my test servers.
Michael Labb?On Sat, Jun 13, 2015 at 1:32 PM, Sam Lantinga wrote:
Added SDL_HasAVX2() to detect CPUs with AVX2 support
Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window
like traditional window decorations (drag areas, resize areas)
Added SDL_GetGrabbedWindow() to get the window that currently has input
grab, if any
Added SDL_RenderIsClipEnabled() to tell whether clipping is currently
enabled in a renderer
Added SDL_CaptureMouse() to capture the mouse to get events while the
mouse is not in your window
Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen
space
Added SDL_GetGlobalMouseState() to get the current mouse state outside
of an SDL window
Added a direction field to mouse wheel events to tell whether they are
flipped (natural) or not
You can distinguish between real mouse and touch events by looking for
SDL_TOUCH_MOUSEID in the mouse event “which” field
Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to
[WGL|GLX]_ARB_context_flush_control extension)
Added EGL_KHR_create_context support to allow OpenGL ES version
selection on some platforms
Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0
renderers
Added a Vivante video driver that is used on various SoC platforms
Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D
renderers when the D3D device is lost, and from Android’s event loop when
the GLES context had to be recreated
Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL’s built in
signal handling
Improved support for WAV and BMP files with unusual chunks in them
Windows:
Added support for Windows Phone 8.1
Timer resolution is now 1 ms by default, adjustable with the
SDL_HINT_TIMER_RESOLUTION hint
SDLmain no longer depends on the C runtime, so you can use the same .lib
in both Debug and Release builds
Added SDL_SetWindowsMessageHook() to set a function to be called for
every windows message before TranslateMessage()
Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether
SDL_PumpEvents() processes the Windows message loop
SDL_SysWMinfo now contains the window HDC
Added support for Unicode command line options
Prevent beeping when Alt-key combos are pressed
Mac OS X:
Implemented drag-and-drop support
Improved joystick hot-plug detection
Fixed relative mouse mode when the application loses/regains focus
SDL_SysWMInfo is now ARC-compatible
Linux:
Enabled building with Mir and Wayland support by default.
Added IBus IME support
Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus
should handle text editing internally instead of sending SDL_TEXTEDITING
events
Added support for multiple audio devices when using Pulseaudio
Fixed duplicate mouse events when using relative mouse motion
iOS:
Added support for iOS 8
Android:
Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse
events from being registered as touch events
The changelog doesn?t seem to go into too much detail in some areas ? all of my iOS changes (and more) were indeed merged into the repository.
I could update the iOS section of the changelog file in the repository to be a bit more comprehensive, if Sam?s ok with that?> On Jun 17, 2015, at 4:53 PM, Michael Labbe wrote:
Hey Sam,
How comprehensive is this changelist? I’m diffing my way through 2.0.4 and seeing a bunch of Android changes that seem to allow RWops to read from expansion APK files. I haven’t tested it yet, but removing a 50MB filesystem limit is a major upgrade!
Also, didn’t we apply a bunch of Alex’s changes to iOS? Or is that “support for iOS8” in a nutshell?
I think there might be more major things in here than you’re giving the release credit for.
I hope to spend time this weekend heavily testing it; linking it to multiple shipping codebases on nearly all supported platforms and running it through Valgrind on my test servers.
I noticed the docs subdir is missing from the archive. On hg, docs/
contains all of the readme.mds, but all of the second tier readmes are not
there.On Sat, Jun 13, 2015 at 1:32 PM, Sam Lantinga wrote:
Added SDL_HasAVX2() to detect CPUs with AVX2 support
Added SDL_SetWindowHitTest() to let apps treat parts of their SDL window
like traditional window decorations (drag areas, resize areas)
Added SDL_GetGrabbedWindow() to get the window that currently has input
grab, if any
Added SDL_RenderIsClipEnabled() to tell whether clipping is currently
enabled in a renderer
Added SDL_CaptureMouse() to capture the mouse to get events while the
mouse is not in your window
Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen
space
Added SDL_GetGlobalMouseState() to get the current mouse state outside
of an SDL window
Added a direction field to mouse wheel events to tell whether they are
flipped (natural) or not
You can distinguish between real mouse and touch events by looking for
SDL_TOUCH_MOUSEID in the mouse event “which” field
Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to
[WGL|GLX]_ARB_context_flush_control extension)
Added EGL_KHR_create_context support to allow OpenGL ES version
selection on some platforms
Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0
renderers
Added a Vivante video driver that is used on various SoC platforms
Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D
renderers when the D3D device is lost, and from Android’s event loop when
the GLES context had to be recreated
Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL’s built in
signal handling
Improved support for WAV and BMP files with unusual chunks in them
Windows:
Added support for Windows Phone 8.1
Timer resolution is now 1 ms by default, adjustable with the
SDL_HINT_TIMER_RESOLUTION hint
SDLmain no longer depends on the C runtime, so you can use the same .lib
in both Debug and Release builds
Added SDL_SetWindowsMessageHook() to set a function to be called for
every windows message before TranslateMessage()
Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether
SDL_PumpEvents() processes the Windows message loop
SDL_SysWMinfo now contains the window HDC
Added support for Unicode command line options
Prevent beeping when Alt-key combos are pressed
Mac OS X:
Implemented drag-and-drop support
Improved joystick hot-plug detection
Fixed relative mouse mode when the application loses/regains focus
SDL_SysWMInfo is now ARC-compatible
Linux:
Enabled building with Mir and Wayland support by default.
Added IBus IME support
Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus
should handle text editing internally instead of sending SDL_TEXTEDITING
events
Added support for multiple audio devices when using Pulseaudio
Fixed duplicate mouse events when using relative mouse motion
iOS:
Added support for iOS 8
Android:
Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse
events from being registered as touch events
Feel free to call out things that you think should be in the patch notes.
Single line summary format would be great.
Thanks!On Wed, Jun 17, 2015 at 12:53 PM, Michael Labbe wrote:
Hey Sam,
How comprehensive is this changelist? I’m diffing my way through 2.0.4
and seeing a bunch of Android changes that seem to allow RWops to read from
expansion APK files. I haven’t tested it yet, but removing a 50MB
filesystem limit is a major upgrade!
Also, didn’t we apply a bunch of Alex’s changes to iOS? Or is that
"support for iOS8" in a nutshell?
I think there might be more major things in here than you’re giving the
release credit for.
I hope to spend time this weekend heavily testing it; linking it to
multiple shipping codebases on nearly all supported platforms and running
it through Valgrind on my test servers.
Michael Labb?
On Sat, Jun 13, 2015 at 1:32 PM, Sam Lantinga <@slouken> wrote:
Added SDL_HasAVX2() to detect CPUs with AVX2 support
Added SDL_SetWindowHitTest() to let apps treat parts of their SDL
window like traditional window decorations (drag areas, resize areas)
Added SDL_GetGrabbedWindow() to get the window that currently has input
grab, if any
Added SDL_RenderIsClipEnabled() to tell whether clipping is currently
enabled in a renderer
Added SDL_CaptureMouse() to capture the mouse to get events while the
mouse is not in your window
Added SDL_WarpMouseGlobal() to warp the mouse cursor in global screen
space
Added SDL_GetGlobalMouseState() to get the current mouse state outside
of an SDL window
Added a direction field to mouse wheel events to tell whether they are
flipped (natural) or not
You can distinguish between real mouse and touch events by looking for
SDL_TOUCH_MOUSEID in the mouse event “which” field
Added GL_CONTEXT_RELEASE_BEHAVIOR GL attribute (maps to
[WGL|GLX]_ARB_context_flush_control extension)
Added EGL_KHR_create_context support to allow OpenGL ES version
selection on some platforms
Added NV12 and NV21 YUV texture support for OpenGL and OpenGL ES 2.0
renderers
Added a Vivante video driver that is used on various SoC platforms
Added an event SDL_RENDER_DEVICE_RESET that is sent from the D3D
renderers when the D3D device is lost, and from Android’s event loop when
the GLES context had to be recreated
Added a hint SDL_HINT_NO_SIGNAL_HANDLERS to disable SDL’s built in
signal handling
Improved support for WAV and BMP files with unusual chunks in them
Windows:
Added support for Windows Phone 8.1
Timer resolution is now 1 ms by default, adjustable with the
SDL_HINT_TIMER_RESOLUTION hint
SDLmain no longer depends on the C runtime, so you can use the same
.lib in both Debug and Release builds
Added SDL_SetWindowsMessageHook() to set a function to be called for
every windows message before TranslateMessage()
Added a hint SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP to control whether
SDL_PumpEvents() processes the Windows message loop
SDL_SysWMinfo now contains the window HDC
Added support for Unicode command line options
Prevent beeping when Alt-key combos are pressed
Mac OS X:
Implemented drag-and-drop support
Improved joystick hot-plug detection
Fixed relative mouse mode when the application loses/regains focus
SDL_SysWMInfo is now ARC-compatible
Linux:
Enabled building with Mir and Wayland support by default.
Added IBus IME support
Added a hint SDL_HINT_IME_INTERNAL_EDITING to control whether IBus
should handle text editing internally instead of sending SDL_TEXTEDITING
events
Added support for multiple audio devices when using Pulseaudio
Fixed duplicate mouse events when using relative mouse motion
iOS:
Added support for iOS 8
Android:
Added a hint SDL_HINT_ANDROID_SEPARATE_MOUSE_AND_TOUCH to prevent mouse
events from being registered as touch events
Yes, go for it!On Wed, Jun 17, 2015 at 12:57 PM, Alex Szpakowski wrote:
The changelog doesn?t seem to go into too much detail in some areas ? all
of my iOS changes (and more) were indeed merged into the repository.
I could update the iOS section of the changelog file in the repository to
be a bit more comprehensive, if Sam?s ok with that?
On Jun 17, 2015, at 4:53 PM, Michael Labbe wrote:
Hey Sam,
How comprehensive is this changelist? I’m diffing my way through 2.0.4
and seeing a bunch of Android changes that seem to allow RWops to read from
expansion APK files. I haven’t tested it yet, but removing a 50MB
filesystem limit is a major upgrade!
Also, didn’t we apply a bunch of Alex’s changes to iOS? Or is that
"support for iOS8" in a nutshell?
I think there might be more major things in here than you’re giving the
release credit for.
I hope to spend time this weekend heavily testing it; linking it to
multiple shipping codebases on nearly all supported platforms and running
it through Valgrind on my test servers.
I did a very quick spot check today (e4f04633f291) on OS X, iOS, and
Android. Things seem to be okay for me. I am using the SDL 2D
renderer.
I also got to try a Raspberry Pi (2) for the very first time today. I
was very happy with how well SDL worked. Some minor nitpicks
though…I don’t think these are show stoppers.
Windowed mode doesn’t seem to work (I’m running in the default X on
Raspbian). It always kicks into to fullscreen for me.
If I manually toggle to windowed mode, the view shrinks, but the
rest of the screen is black, instead of showing my desktop.
When I quit my program, I noticed all my keyboard input I entered
while playing my game appears in the window terminal that I used to
launch the game. (This does not happen when in non-X mode.)
I’ve tried several ways of video recording the screen (all failed).
It feels like SDL is rendering to a different area that screen
grabbing software and VNC clients can’t see.
I will probably give x64 Linux desktop and Windows a quick test tomorrow.
I made the iOS list a bit more detailed (and added a couple missing things to the OS X list) ? I still didn?t list every single little change for iOS though, since there are so many and the changelog hasn?t listed every small change in the past either.> On Jun 18, 2015, at 3:20 AM, Sam Lantinga wrote:
Yes, go for it!
On Wed, Jun 17, 2015 at 12:57 PM, Alex Szpakowski <@Alex_Szpakowski mailto:Alex_Szpakowski> wrote:
The changelog doesn?t seem to go into too much detail in some areas ? all of my iOS changes (and more) were indeed merged into the repository.
I could update the iOS section of the changelog file in the repository to be a bit more comprehensive, if Sam?s ok with that?
On Jun 17, 2015, at 4:53 PM, Michael Labbe <mike at frogtoss.com <mailto:mike at frogtoss.com>> wrote:
Hey Sam,
How comprehensive is this changelist? I’m diffing my way through 2.0.4 and seeing a bunch of Android changes that seem to allow RWops to read from expansion APK files. I haven’t tested it yet, but removing a 50MB filesystem limit is a major upgrade!
Also, didn’t we apply a bunch of Alex’s changes to iOS? Or is that “support for iOS8” in a nutshell?
I think there might be more major things in here than you’re giving the release credit for.
I hope to spend time this weekend heavily testing it; linking it to multiple shipping codebases on nearly all supported platforms and running it through Valgrind on my test servers.
Is it possible to know what is the include needed to use OpenGL ES 3 ?
I looked in 2.0.4 headers and didn’t found where the OpenGL ES 3 is included.
I looked on khronos site : https://www.khronos.org/registry/gles/#headers31
The result is : <GLES3/gl31.h>, <GLES2/gl2ext.h> and <GLES3/gl3platform.h>
For IPHONEOS it’s the same change as GLES2 ?
If it’s the same, the result is : <OpenGLES/ES3/gl31.h> and gl3platform.h not used.
About the context once these included, has to be set like that if i’m correct :
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
Thanks
Alex Szpakowski wrote:> Well, SDL does support OpenGL ES 3.0 and 3.1 now (including when EGL is used for context creation) ??? although the OpenGL ES 3.x function and enum declarations aren’t included with any SDL_opengles* file at the moment.
To test whether OpenGL ES 3.0 functions and enums have been #included, you can check for the GL_ES_VERSION_3_0 and GL_ES_VERSION_3_1 defines, e.g.:
#ifdef GL_ES_VERSION_3_1
// ??? #endif
On Jun 17, 2015, at 10:11 AM, Gabriel Jacobo <gabomdq at gmail.com (gabomdq at gmail.com)> wrote:
I put on hold ES3 support work back when 2.0.4 release was “imminent”…a year ago
Now that it’s finally going to come out, I’ll get started on it again.
I also got to try a Raspberry Pi (2) for the very first time today. I
was very happy with how well SDL worked. Some minor nitpicks
though…I don’t think these are show stoppers.
I assume we’re favoring a virtual terminal over X11 on the RPi, but I’d
have to check to be sure. These sound like symptoms of that.