Niko Kauppi
Niko Kauppi
As an addition, std::array is prone to cause a few runtime errors sometimes if we forget to check/change the length when modifying.
Probably easiest and fastest option is to use unsynchronized_pool_resource and monotonic_buffer_resource. Just need to take multithreading into account.
Likely caused by the center coordinate landing between pixels when window size is an odd number. I could add a test for this and move center coordinate towards top left...
Coordinate space can be changed between renders. I can add a function for this.
Added possibility to change coordinate space for windows and render targets. However this only applies to full renders. I'll get to the other stuff when I have time.
Can't easily do mid-frame. Offsetting works for as long as you round text position to integer multiples. You should have it easy by using matrices. The root of the problem...
Hey. I think you're right. I quickly went over this and I think there's a few other things that should be looked at as well. I'll take a proper look...
I can't immediately see what could cause this. See what values does the queueFamilyIndex get. `pool_create_info.queueFamilyIndex = r._graphics_family_index;` Then see in the Renderer.cpp lines ``` bool found = false; for(...
@hodasemi That's interesting. @GarethH96 Can you test this with AMD closed drivers to verify it's a problem with Mesa?
Hi. This is supposed to be a multi-platform project but I'm primarily developing this in Visual Studio. Some platform specific oddities may leak in as this is still alpha and...