Ethan Lee

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This is now required for SDL 2.0.12's upcoming support for GameCube controllers.

Digging this old thing up... This appears to be an issue with any application that only cares about click events and does not, for example, perpetually query the mouse state...

Forgot to CC @alkazar. Here's something else that steamcompmgr may need a fix for.

Excellent, just merged those in. Just need the 3D stuff and I can close this; it’s not mission-critical so no rush!

Since filing this issue a tests/ folder has been added: https://github.com/FNA-XNA/FAudio/tree/master/tests So Adrien’s work may fit better in this category. Would be great to have X3DAudio tests alongside the XAudio2...

I'm the biggest idiot ever. The emitter structure _clearly_ shows all the curves together for volume as well as all the LPF/reverb calculation, so you just use the same attenuation...

I would think so... the thing that throws me off is how uikit doesn't give you the full unscaled res, so you can't know the maximum drawable size. I did...

This is one of those things that I never could find a good documented sample of (the SDK's pretty useless here), and unfortunately FNA doesn't need this at all, so...

I would expect the two to be related, but you'll have to do a lot of decoupling between Wave and WaveBank to make it work.

That doesn't sound far off for SpriteFont. Here's the routine: https://github.com/FNA-XNA/FNA/blob/master/src/Graphics/SpriteBatch.cs#L933 Depending on the sampler state it probably does not handle fractions all that well, it might not be consistent...