Joe Clay

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Wow, it was just an ID conflict? I have been overthinking this hugely xD Thanks for the info, I'll get that fix applied soon :+1:

Hmmm, that's weird! I'll try to look into it, see which mod is the cause.

Yeah, this is because the label on the lunchbox GUI is in the texture itself rather than being rendered by the game, kind of a short sighted decision we made...

Oops, forgot to respond to this! The answer is yes, we will be adding lots of things to integrate with the new fishing stuff soon :D

That's extremely weird! My hunch would be that the `Mesh` drawing code is leaving something in OpenGL in an inconsistent state - `Mesh::draw` sidesteps the sprite rendering code and calls...

From [what I've read](https://stackoverflow.com/questions/68469954/how-to-choose-specific-gpu-when-create-opengl-context), there's not actually a meaningful way of telling OpenGL which GPU to use (unlike in more modern APIs, which let you enumerate over them and pick...

By the looks of it, the high CPU usage when minimized is due to MacOS itself disabling vsync for windows that aren't visible 🤦 It's been reported on SDL itself...

After doing a bit of research, it sounds like the most reliable way to do framerate capping is to use something like [`spin_sleep`](https://docs.rs/spin_sleep), which spends as much time as possible...

Yeah, looping to pause the thread while you wait for something to happen (rather than sleeping) is sometimes referred to as a 'spin loop', 'spin waiting', or just 'spinning'.

Been thinking about this some more, and I think I can articulate what's bugged me about my previous attempts at splitting up `Context`: Say we broke up `Context` into `Graphics`/`Window`/`Input`...