Results 812 comments of Andre Weissflog

@juj just a note: IME the 'snap to common refresh rate' is tricky because there are so many weird refresh rates out there. Initially I used a similar approach and...

Thanks for the PR! On one hand I'm not a fan of the Zig ecosystem already developing different naming conventions so early in its life, OTH the changes are not...

Just linking this somewhat related ticket for now: https://github.com/floooh/sokol/issues/1149

Until I have properly wrapped my mind around window positioning across all platforms I think it's better to do this with platform specific code on the user-side for now. E.g....

I don't have a good idea yet how to deal with multiple contexts. One obvious solution would be how I'm doing it in some other headers via a 'context API':...

Just a braindump: - basically take sokol_gl.h as 'blueprint' - new item in simgui_desc: `int context_pool_size` - new public API functions: https://github.com/floooh/sokol/blob/34bdc2cc14c0da963b83877e5dd095bddf895dc5/util/sokol_gl.h#L838-L843 - handle-pool functions need to go back in...

IMHO the proposed API looks sorta ok (create, destory, set, get), but using multiple threads just adds complexity for nothing, since rendering needs to happen on a single thread again...

I'll just throw a couple of thoughts in here for now, because I've been thinking about similar stuff while working on the resource-bindings-cleanup branch (https://github.com/floooh/sokol/tree/issue1037_bindings_cleanup) - For a while I...

That was exactly my thinking when I thought about integrating the reflection info into the shader-desc struct, but after the bindings cleanup those structs will drop some information (like any...