Permalink
Commits on Mar 5, 2013
  1. Merge pull request #1452 from mono/hotfix-3.0.1

    dellis1972 committed Mar 5, 2013
    [TEST ME] Hotfix 3.0.1
  2. Updated the AssemblyInfo.cs to 3.0.1

    dellis1972 committed Mar 5, 2013
    Updated the Installer to 3.0.1
Commits on Feb 25, 2013
  1. Add support for Keys.RightControl/Keys.RightShift

    nkast committed with tomspilman Feb 18, 2013
    This is a new implementation that depends on information found at the
    event status.
    It doesn;t need CoreWindow.GetKeyState(...) as my previous commit.
    
    We detect RightControl by checking KeyStatus.IsExtendedKey.
    To detect RightShift we need to check the scancode.
  2. Fix Matrix::Transpose.

    flibitijibibo committed with tomspilman Feb 15, 2013
  3. Whoops

    Nezz committed with tomspilman Feb 12, 2013
  4. Fixed render targets on WP8

    Nezz committed with tomspilman Feb 9, 2013
  5. Fixed bad #if in templates.

    tomspilman committed Feb 4, 2013
  6. Fix incorrect use of Dispose in ShaderProgramCache

    KonajuGames committed with tomspilman Feb 2, 2013
    The finalizer was telling Dispose(bool) to dispose of managed objects, which is incorrect.  This was causing a crash on exit.
  7. This makes use of the offsetInBytes parameter in SetData and allows f…

    totallyevil committed with tomspilman Jan 16, 2013
    …or reuse of allocated GPU memory.
  8. Fix edge-case when source rect has 0 width/height

    elisee committed with tomspilman Jan 12, 2013
    Nothing would get rendered when the source rectangle had a width or
    height of zero, whereas XNA does render something.
  9. Fix origin transform in DrawInternal with src rect

    elisee committed with tomspilman Jan 12, 2013
    This change fixes a transform applied on the origin parameter
    passed to DrawInternal, based on the ratio between the destination
    rectangle and the texture width / height.
    
    When a source rectangle has been specified, its size should be used
    instead.
Commits on Feb 14, 2013
  1. Merge pull request #1367 from tomspilman/master

    dellis1972 committed Feb 14, 2013
    [Branch Migration] Master
Commits on Jan 20, 2013
Commits on Jan 17, 2013
  1. Merge pull request #1193 from nkast/nkastBranch2

    tomspilman committed Jan 17, 2013
    Fix single sided stencil
  2. Fix single sided stencil

    nkast committed Jan 17, 2013
    When not using TwoSidedStencilMode the same sttings must apply to both
    FrontFace and BackFace.
    
    This fixed a transition that creates a stencil mask and happened to be
    CounterClockWise. Resualts are now same as XNA.
Commits on Jan 16, 2013
  1. Merge pull request #1190 from slygamer/submodule-update

    tomspilman committed Jan 16, 2013
    Update submodules to point to latest head
  2. Merge pull request #1189 from slygamer/win8-unsafe

    tomspilman committed Jan 16, 2013
    "Allow unsafe" for all Windows 8 configurations
  3. Update submodules to point to latest head

    KonajuGames committed Jan 16, 2013
    Samples and ThirdParty/Libs submodules required updating to latest.
  4. "Allow unsafe" for all Windows 8 configurations

    KonajuGames committed Jan 16, 2013
    Some build configurations in the Windows 8 project were missing the "Allow unsafe" option.  This causes a build failure.
Commits on Jan 15, 2013
  1. Merge pull request #1182 from slygamer/issue1181

    tomspilman committed Jan 15, 2013
    Fix disposing of ShaderProgramCache
  2. Merge pull request #1185 from slygamer/issue1184

    tomspilman committed Jan 15, 2013
    Use TimeSpan.FromTicks() to calculate default TargetElapsedTime
  3. Merge pull request #1183 from Aranda/samplerstate_resume

    KonajuGames committed Jan 15, 2013
    Reset Texture's cached GL SamplerState when device is reset
  4. Use TimeSpan.FromTicks() to calculate default TargetElapsedTime

    KonajuGames committed Jan 15, 2013
    Fixes issue #1184
    TimeSpan.FromSeconds() has an accuracy of 3 decimal places only.  TimeSpan.FromTicks() is more accurate, resulting in the expected target elapsed time of 0.0166667 rather than 0.017.
    
    Reference: http://msdn.microsoft.com/en-us/library/system.timespan.fromticks.aspx
  5. Reset Texture's cached GL SamplerState when device is reset

    Aranda committed Jan 15, 2013
    The cached sampler state was being persisted between device resets. After a context lost event, the GL sampler states are reset to default but the cached state was not. This meant that if your game used a single non-default sampler state, after a device reset it would never get applied.
  6. Fix disposing of ShaderProgramCache

    KonajuGames committed Jan 15, 2013
    Fixes issues #1071, #1181
    Also fixes project templates for Windows and Linux to always dispose of the Game object.