Thomas Altenburger

Results 393 comments of Thomas Altenburger

> Adding memory corruptions potential to safe code doesn't sound very appealing. Understandable. Question (I know you did things like that back when NativeAOT was an experiment and it's maybe...

> I don't think we'd want to go beyond that. Totally good enough! Thanks for pointing it out, it might come handy. > I am aware of the situation, the...

> > [@ThomasFOG](https://github.com/ThomasFOG) [@tomspilman](https://github.com/tomspilman) FYI, I'm working on a NativeAOT->C++ pipeline to solve the issue with that particular private platform once and for all (and support all the other ones...

Sorry to be the party pooper of your battle plan but... all of this is already almost entirely done. Tom has been contracted to work on it and nearly finished...

We're going to drop using OpenAL entirely in the near future, so that's a non-concern.

> Curious, what's the alternative to OpenAL? SDL_Audio? FAudio. It's a reimplementation of XAudio 2 that is 100% accurate to XNA, so it's a no brainer.

Following the foundation meeting of March 14, the applications have been reviewed and this bounty has been locked for @Togimaro to complete.

Current situation, with Hi-DPI **disabled**: `graphics.HardwareModeSwitch = true;` **doesn't work** at all on Retina displays and Windows with 4k displays. It results in either a black screen or cropped viewport...

I've been tinkering with this lately. OS X: - if Hi-DPI support is totally removed from the info.plist of your game bundle, high resolutions work as-is very well... don't ask...

Make sure that both `NSHighResolutionCapable` and `NSHighResolutionMagnifyAllowed` are absent.