Andre Weissflog
Andre Weissflog
Hmm, I've also been on Mojave since the beta (currently 10.14.2 and Xcode 10.1) and haven't noticed problems (except that GL support in GLFW is broken of course, so you...
No, the error message is misleading (I wonder why it's here though), it means that "/bin/sh" can't find "code" (the VSCode executable). So apart from the confusing message, everything is...
Ok, looks like the shader code generation had a problem. Can you do the following: - ./fips clean (that's important to remove the partially generated shader files) - ./fips gen...
Hmm and below the line ``` ## shader code gen: /Users/daniel/Dev/iogramx/iogramx/src/shaders.glsl ``` There's nothing else? At least until this line it looks as expected, the interesting part happens right after...
Yeah, unfortunately the SPIRVCross version used in the Oryol shader compiler seems to generate Metal shader code that is no longer accepted in newer Metal versions :( My original plan...
thought: to prevent template-bloat the actual storage should be kept in a separate ArrayBuffer<TYPE,SIZE> class, and all container classes should accept such a ArrayBuffer class in their constructor: ``` cpp...
That's very weird. I'm not aware of 10.12 SDK problems in GLFW, but I have switched to the latest SDK versions as they are coming out (so since High Sierra...
Very weird, can you try a simpler project in a new directory?: ``` > mkdir ~/scratch > cd scratch > git clone https://github.com/floooh/chips-test > cd chips-test > ./fips build ......
hmm, I'm running out of ideas unfortunately... next thing I would try is to build the 'official' GLFW samples and check if they have the same problem: https://github.com/glfw/glfw
Yeah, I guess these are the bitfields in GfxTypes.h, with the move to sokol_gfx.h those will be gone as well. Right now the Windows-specific code basically assumes that you're compiling...