Thomas Altenburger
Thomas Altenburger
Just noting that it is still desired that the dependencies are self-built and self-validated by repositories under the MonoGame organization. E.g. [SDL](https://github.com/MonoGame/MonoGame.Library.SDL) or [ffmpeg](https://github.com/MonoGame/MonoGame.Tool.FFprobe). But we need to figure out...
> Maybe check binaries into dependency repos We could do something like, when we push a tag to e.g. [SDL](https://github.com/MonoGame/MonoGame.Library.SDL), it auto-commits the binaries in a ```binaries``` folder, and then...
If we commit binaries regularly without them being on LFS, we are going to run into serious performance issues. Standard git doesn't like binaries at all. But for a public...
Definitely nothing to do with gamma correction. GPT is almost always clueless when it comes to how graphics API internals work. Would you mind checking the workaround [mentioned here](https://github.com/MonoGame/MonoGame/issues/7914#issuecomment-2509066767)?
Thanks for tying. So we'll need to figure out the proper way to handle #8087, the PR looks stale and would need some rework. I'm currently busy with Vulkan and...
Nobody will look silly for this. Noting here what should be improved: - the source code section [here](https://github.com/MonoGame/MonoGame/blob/develop/README.md#source-code) tells how to clone the repository (i.e. with submodules); this section also...
Yes, we need to know if the game is running with Proton (and in this case, if the game uses a WindowsDX or DesktopGL on Windows) or Linux runtime (which...
> Its definitely Proton (unsure if it could also be Linux but its not Windows). It's just Proton + WindowsDX. It won't happen with DesktopGL + Linux/Windows, nor WindowsDX +...
I don't know if basing this work on DesktopGL is the way forward, though; since we're trying to deprecate it and clean the code base of it at some point....
I think that the best route would be to link to lower glibc. musl/alpine isn't widespread at all. This is not expected to be part of #8903