Sun, 07 Dec 2008 23:25:39 +0000Default SSE2 off on iX86, since gcc will use it for floating point operations
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 23:25:39 +0000] rev 2856
Default SSE2 off on iX86, since gcc will use it for floating point operations
even if -mfpmath=387 is set. Grr...

Sun, 07 Dec 2008 22:56:18 +0000Fixed palette sharing
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 22:56:18 +0000] rev 2855
Fixed palette sharing

Sun, 07 Dec 2008 22:48:06 +0000Fixed updating the video surface when the palette changes
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 22:48:06 +0000] rev 2854
Fixed updating the video surface when the palette changes

Sun, 07 Dec 2008 22:37:40 +0000Fixed picking blit function when RLE fails
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 22:37:40 +0000] rev 2853
Fixed picking blit function when RLE fails

Sun, 07 Dec 2008 22:29:58 +0000Better default format for Mac OS X
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 22:29:58 +0000] rev 2852
Better default format for Mac OS X

Sun, 07 Dec 2008 22:25:16 +0000Fixed crash in testpalette and potential crash in SDL_LoadBMP_RW()
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 22:25:16 +0000] rev 2851
Fixed crash in testpalette and potential crash in SDL_LoadBMP_RW()

Sun, 07 Dec 2008 22:04:24 +0000Whoops, fixed pitch bug after resizing a surface
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 22:04:24 +0000] rev 2850
Whoops, fixed pitch bug after resizing a surface

Sun, 07 Dec 2008 21:53:28 +0000There's no reason to add extra code to notify the mice of window size changes.
Sam Lantinga <slouken@libsdl.org> [Sun, 07 Dec 2008 21:53:28 +0000] rev 2849
There's no reason to add extra code to notify the mice of window size changes.
Just query the window size when we care about it. :)

Sun, 07 Dec 2008 07:16:40 +0000Comment cleanup.
Ryan C. Gordon <icculus@icculus.org> [Sun, 07 Dec 2008 07:16:40 +0000] rev 2848
Comment cleanup.

Sun, 07 Dec 2008 07:06:34 +0000Don't hardcode RECT for fragment program texture targets.
Ryan C. Gordon <icculus@icculus.org> [Sun, 07 Dec 2008 07:06:34 +0000] rev 2847
Don't hardcode RECT for fragment program texture targets.

Now we can generate what a given system needs when compiling the shader.