Commits

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Author Commit Message Labels Comments Date
zeldin
Use configure.in to test for endianness on UNIX
vrld
Fix typo in PixelEffect:send() dispatcher when trying to send unsupported type
vrld
Fix issue #406: Empty glyphs cause some ATI cards to crash in Font::addGlyph().
Bill Meltsner
Fix .hgtags.
Bill Meltsner
Added tag 0.8.0 for changeset e0f98d53debb
Bill Meltsner
Kill the VS 2008 project with extreme prejudice.
Tags
0.8.0
Bill Meltsner
Added tag 0.8.0 for changeset 9a7f76c4a19a
Bill Meltsner
Update changelog for the last time before 0.8.0.
rude
Updated changes.txt with latest *exciting* developments to the Windows builds.
Bart van Strien
Macro-ify msvc2010 app.rc
Bart van Strien
Remove warning in autotools and make LOVE_OLD_MODPLUG define that disables some new modplug settings
Bart van Strien
Don't let configure check for libmng and libtiff (bug #290)
vrld
Fix issue #397: printf does not center string correctly.
vrld
Fix issue #396: Make automagic check for libtool and auto(conf|tools).
Bart van Strien
Apply the 1-indexed joysticks patch from issue #391. Submitted by: Alexander Szpakowski
Bill Meltsner
Add love._os, which contains a string representing the current OS (or, at least, the OS the copy of LÖVE was compiled on).
vrld
Actually copy existing buffer data to temporary memory region in VBO::map().
vrld
Throw exception when VBO cannot allocate enough memory in VBO::map().
vrld
Replace glMapBufferARB() with temp memory + glBufferSubDataARB(). Instead of letting OpenGL manage the memory mapping, allocate a temporary block of memory upon VBO:map(). Upon VBO::unmap() the block is copied to graphics memory using glBufferSubDataARB() and then released. Hopefully this will fix some weird error with Windows XP + old drivers, where VBOs can be created, but the mapped memory cannot be allocated resulting in the sprite batch drawing nothing at …
vrld
Move VertexBuffer::Bind implementation to header to hint inlining
vrld
Add VertexBuffer::Mapper for RAII vbo mapping
vrld
Replace VertexArray with VertexBuffer in SpriteBatch (less confusing).
vrld
Some idiot put a != where there should be a ==.
vrld
Make sure all error flags are cleared before calling glBufferDataARB() in VBO::load().
vrld
Add error checking in VBO::load(). VertexBuffer should now be able to fall back to vertex arrays if glBufferDataARB() fails (possible due to lack of memory).
Bill Meltsner
Freeze, Allman police!
Bill Meltsner
Report lack of support for the subtract blendmode through the Blue Screen of LÖVE instead of stderr spam.
Bill Meltsner
Update to recommended Xcode build settings.
Bill Meltsner
Add support for falling back to glBlendEquationEXT if necessary. This should help keep LÖVE from crashing on old cards with crappy drivers.
Bart van Strien
Properly catch exceptions thrown by ImageData:getPixel/setPixel, thereby preventing an uncaught exception for an invalid index. (Bug #381)
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