Make pixel_format non-static
Add Scale2x shader files from the GlBoy project ( http://www.codesrc.com/gitweb/index.cgi?p=glBoy.git;a=tree;f=shaders;h=a2124bb6a96c2b2d2e5d461fc67c49da3351c018;hb=HEAD )
Forgot to make VideoManager::get_pixel_format non-static too
Remove shader files from the engine, they should be applied at runtime, so let's add it from the quest side for now
First try to design the Shader class
Readd scale2x shader files to the sample quest
Add a lua file to quest shaders which will contain global parameter
Add the logical scale to the Shader design
Add a VideoManager::get_window() method
Update Shader design
Make sure cmake won't find the version 1.2 of SDL
Add OpenGL to cmake configuration explicitely
First shot for the Shader implementation (not finished, not working)
Integrate the Shader class into the engine (still doesn't work)
Adapt the video mode structure to the Shader implementation
Fix video modes initialization
Add a warning to know if using non-opengl or opengles2 driver at Shader level
Just avoid the direct3d driver instead of checking for the opengl or opengles2 one
Improve the OpenGL detection and the default shader restoration
Fix default fullscreen mode