author Sunny Sachanandani <>
Fri, 09 Jul 2010 21:36:41 +0530
changeset 4590 1ad70fb49fcb
parent 3702 6604099437ac
child 4788 0bfda420c936
permissions -rw-r--r--
Fix so many things that there is little place in this column to list them all but the result is that blending modes just work now for drawing primitives.

Fixes involved:
1. Fix handling of alpha channel when SDL_BLENDMODE_NONE is set.
2. Make xrendercolor use floating-point values for color channels and then convert to 16 bit ints.
3. Fix handling of visuals in SDL_x11modes.c so that a 32 bit ARGB visual is used.
4. Fix the background pixel value in SDL_x11window.c so that the window background has an alpha value of 0xFF and not 0.
     2 1.3 release checklist:
     3  *
     5  * See why windows are being rearranged.  Is the shield window not up?
     6  * Make sure you can create and show a fullscreen window in one step
     7  * Figure out how to handle OpenGL context lost on Mac OS X (does it happen?)
     8  * Write automated test case for multi-draw APIs
     9  * Make sure you can build SDL without the renderer to slim it down a bunch
    10  * Implement assertion code on iPhone
    11  * Add __WINDOWS__ in addition to __WIN32__
    13  * Check 1.2 revisions:
    14 	3554 - Need to resolve semantics for locking keys on different platforms
    15 	4874 - Do we want screen rotation?  At what level?
    16 	4974 - Windows file code needs to convert UTF-8 to Unicode, but we don't need to tap dance for Windows 95/98
    17 	4484, 4485 - Verify that SDL's Windows keyboard handling works correctly
    18 	4865 - See if this is still needed (mouse coordinate clamping)
    19 	4866 - See if this is still needed (blocking window repositioning)