SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.

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Updated the snapshot build target to reflect the new source location

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Solved the performance problems by introducing the concept of a single-buffered
display, which is a fast path used for the whole-surface SDL 1.2 API.
Solved the flicker problems by implementing a backbuffer in the GDI renderer.

Unfortunately, now using the GDI renderer with a backbuffer and HBITMAPs is
significantly slower than SDL's surface code.  *sigh*

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Playing around, trying to find a fast path with GDI

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debug cleanup

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First stab at a D3D renderer, only 30FPS so far... ?

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Removed libc dependency on Windows again, to fix building with Visual C++ 2005 Express Edition.
Fixed performance problem with testsprite2 on the D3D driver.

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Updated Visual C++ 2005 project

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More of the Direct3D renderer is implemented, I'm not sure why it's not showing texture copies yet...

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Yay!  D3D renderer works!

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Prefer the D3D renderer over GDI, at least for testing.
Added support for the SDL_VIDEO_RENDERER environment variable to pick the desired render driver.
Implemented WritePixels support for the D3D renderer.

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Changed the name of the dummy renderer

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Streamlined the API a bit and optimized the software renderer.

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Implemented fully featured dummy renderer

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Look at environment variables in SDL_VideoInit() and SDL_AudioInit()

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Fixed building on Mac OS X without the Carbon and Cocoa video drivers

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Create a fake desktop mode for windowed mode apps

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Setting up the OpenGL support

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Implemented Windows OpenGL support
Fixed slowdown enumerating display modes, which was hosing OpenGL as well...
Removed SDL_ from the render driver prefixes

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Added a test program framework for easy initialization.
Started work on multi-window OpenGL demo

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