E.S. Quinn
E.S. Quinn
I've been generating my Textures on an alternate thread for months now. You need to use shared static this(), rather than just static this() ``` shared static this() { //Whatever...
(It would also help a lot to know what's going wrong with the 2.3 branch on your end; I've been dogfooding it for a while, but I haven't gotten any...
@Jebbs, It adds a lot of mutex checks and can cause performance degredation when you don't need it.
For what it's worth? I've gotten SFML building and working on ARM Linux with OpenGL ES (which isn't android but is a step closer than the desktop), so we won't...
I believe it's SFML 2.2--This also has the changes to BlendMode, so it'll be a bit of work to get DSFML updated to it.
So it's not quite Android yet, and I'm using an unofficial fork of SFML (https://github.com/mickelson/sfml-pi) to do it, so it's not in committable shape, but here's DSFML's hello world and...
This did bring out a couple issues in DSFML; one's easy to fix (GLES doesn't provide Quad primitives, so Sprite and Text need some reworking), and one not so easy...
> How similar are SFML-Pi and the official Android toolchain? I wonder if it would be better(or possible) to use SFML-Pi just for Raspberry Pi, the official Android toolchain just...
FWIW, if i remember right, @safe actually changes some stuff during codegen in ways that can hurt performance. (Like forcing array bounds checks) In a multimedia library like this, it...
Is there any chance of this hitting mainline soon? I'd really love to be able to get FFB effects in games that need vjoy for input device merging.