Commit Graph

11 Commits (a7e2e3a329344c0f087bcbb56354f9f8bbe4de90)

Author SHA1 Message Date
Sylvain f5b87273e1
Fixed bug #4397 - update IOS documentation 2021-06-02 08:32:43 +02:00
Ryan C. Gordon b8590f1aec README-ios: added a note about enabling hidapi. 2018-10-29 15:51:38 -04:00
Sam Lantinga bd5c984ac0 Fixed bug 3850 - incorrect numbering in docs/README-ios.md
Michal

the numbering of the bulletpoints in:
docs/README-ios.md

has been mangled with:
changeset 11365	efd3bc8e5a9b

fix:
    12 2.  Open SDL.xcodeproj (located in Xcode-iOS/SDL) in Xcode.
    13 4.  Select your desired target, and hit build.

remove:
    28 1. Follow step 1 above.

adapt:
    29 2. cd (PATH WHERE THE SDL CODE IS)/build-scripts
    30 3. ./iosbuild.sh
2017-09-26 16:27:24 -07:00
Sam Lantinga 12efabcbf0 Added instructions for deploying to older iOS devices (thanks Sylvain!) 2017-09-22 11:13:34 -07:00
Sam Lantinga 309474765b We don't need the VULKAN_SDK to build SDL with Vulkan support anymore 2017-08-28 19:30:59 -07:00
Ryan C. Gordon 25e3a1ec90 vulkan: Initial Vulkan support!
This work was done by Jacob Lifshay and Mark Callow; I'm just merging it
into revision control.
2017-08-27 22:15:57 -04:00
Philipp Wiesemann fe4c3b29d9 iOS: Added brackets to function names in README so that doxygen links them. 2016-05-10 21:15:11 +02:00
Philipp Wiesemann 5ba1fd9bb1 Fixed typo in README for iOS. 2016-01-01 17:41:11 +01:00
Alex Szpakowski 4aae0290ea Updated some header comments and iOS documentation to better clarify high-dpi / retina support and screen-coordinate sizes versus pixel sizes. 2015-12-31 21:16:43 -04:00
Alex Szpakowski 6ea942dae3 Added MSAA support for OpenGL ES contexts on iOS.
Note that extra steps must be taken when using glReadPixels to read the contents of the main OpenGL ES framebuffer on iOS, if multisampling is used. See the OpenGL ES section of README-ios.md for details.
2015-07-19 19:44:40 -03:00
Philipp Wiesemann 0e45984fa0 Fixed crash if initialization of EGL failed but was tried again later.
The internal function SDL_EGL_LoadLibrary() did not delete and remove a mostly
uninitialized data structure if loading the library first failed. A later try to
use EGL then skipped initialization and assumed it was previously successful
because the data structure now already existed. This led to at least one crash
in the internal function SDL_EGL_ChooseConfig() because a NULL pointer was
dereferenced to make a call to eglBindAPI().
2015-06-21 17:33:46 +02:00