Results 812 comments of Andre Weissflog

1) Video player: no plans so far, a good place for this would be an optional module similar to oryol-imgui or oryol-tbui, also tying this to the 3D API in...

StringBuilder is a bit heavy for this, please use std::snprintf() into a char buffer on the stack (for instance, like here: https://github.com/floooh/oryol/blob/c220682890fd9f43f2d49d7a73859e8fcaf92f78/code/Modules/Core/Log.cc#L188) Also, you could be the first to add...

Phew, I haven't thought of that use case, usually games try hard to render at 60 fps... I wouldn't use the Blocked AppState, this was for some esoteric situation on...

Hmm hmm, my suggestion wouldn't work that well with an event-handler that's called from the OS though... on some platforms (usually mobile) the entire Oryol frame is running from within...

I need to think a bit about this, currently I'm a bit wrapped up in the UWP stuff. I think the 60 Hz 'nearly do nothing' idea is the way...

Last time I messed around with sRGB textures and framebuffers in GL it was a pretty poor experience because of buggy driver support, so this could be trickier than it...

Oki doki, I'll keep the ticket open so that the feature doesn't fall under the table :)

Looks like the FSWrapperTest doesn't compile (the tests only run on TravisCI currently not on AppVeyour), could you fix this? Just build with any of the unittest configs (e.g. win64-vstudio-unittest)....

Thanks for the PRs! It'll be a few days until I'll get around merging this, hope that's ok (and I'll see if I can get a WiiU gamepad cheap somewhere...

Ok thanks for the heads up :) glm is in a submodule in fips-glm, so it won't break automatically even for new check-outs. I'm not sure yet when I will...