Eric

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Also add in HaxeUI-Flixel

> Is there a specific thing thing i need to do to cause it to happen or is it ser up to happen right away The specific steps that reliably...

For context with regards to the double release bug, I encountered that when I wanted to make a slower flicker, followed by a faster flicker, then stop flickering. However, calling...

Took a bit of time today to fast forward the branch, as well as implement a couple fixes. Mainly, `glVersion` is now a string, and the value defaults to `300...

Marked this PR as draft pending further changes, including: * Fixes for crashes when setting glVersion too high (built-in fragment headers need to be migrated). * Thorough testing on desktop,...

I've been doing some more investigation into what GLSL versions actually support what. I was previously under the assumption that `120` implemented the `uniform` keyword, and that not using this...

The feature was not removed. `300 es` removes `texture2D` but replaces it with `texture`. By modifying the macro that builds the shaders, I have successfully tested and confirmed support for...

> Btw, `300 es` isn't the only version that needs texture2D to be replaced there's `310 es` and `320 es`. All versions after `300 es` require this replacement.

This PR is now ready and fully tested on a variety of platforms. See more at my test workbench here: https://github.com/MasterEric/Flixel-GalaxyShaderWorkbench EDIT: Make sure to use the build instructions to...

With help from @JonnycatMeow I was able to test the workbench on their Mac platform. Notably, their version of OpenGL ONLY supports `110` and `120`. This may be significant for...