Results 812 comments of Andre Weissflog

Thanks for the input, I need to think about this a bit :) In general, I was hoping that most games would be able to use the joystick emulation (when...

Not sure how I arrived at the 30.0 constant, probably to make it feel similar on all platforms. But I will need to investigate. Git blame says that the value...

Yep that's the plan. I have this working for Oryol, but didn't get around adding this to sokol_app.h. This is the GL context setup for RaspberryPi (most of this is...

The problem with such "odd" matrix types (3x...) is that they have different alignment rules in 3D API uniform blocks than their C counterparts, e.g. a 3x2 matrix would have...

I can't see any downsides to this approach, except that it might be a bit cumbersome on the CPU side. I'm not sure if there's any additional swizzling happening in...

I mean when used with a code generator tool like sokol-shdc, which generates corresponding C-structs for the shader-side uniform blocks. The generated C struct would have an array of 2...

> So I tried calling sg_alloc_buffer on the main thread and then sg_init_buffer inside the mesh data worker threads. sokol_app.h and sokol_gfx.h expect that all functions are called from the...

PS: I guess this won't solve the problem with sg_make_buffer() being slow though because you already prepared the data on a separate thread. It's surprising that D3D11's CreateBuffer function would...

Hi, sorry for not having looked at the issue for so long, and thanks for all the investigative work. Sooner or later I need to properly tackle the asynchronous resource...

Hmm, I never experienced this issue. Do recent Visual Studio versions even still have the 32-bit developer prompt? In general, the Odin bindings are tested on CI for Windows, first...