Andre Weissflog
Andre Weissflog
The current Windows implementation of the HTTP downloader (winURLLoader.cc) has various issues (like not handling gzip responses, and being very slow for some reason). Instead, CURL should be used (assuming...
...and add some flags to IO calls to control caching and allow access to other domains (don't always strip the host part of the URL) Fetch API: https://kripken.github.io/emscripten-site/docs/api_reference/fetch.html
There are currently a few cases in the Gfx module (e.g. in class drawState), where pointers to other resources (meshes and shader progs) exist so they don't need to be...
...this is wasteful if only a small part of the texture should be written. The ImageDataAttrs struct either needs a width+height definition, or a a separate ImageUpdateAttrs struct is needed.
There should be an embedded version for each dynamic container class that never does heap allocation, but instead has the maximum capacity as a template argument similar to the StaticArray...
The D3D11 DDSTextureLoading example fails on this machine (Win7, GFGTX 760) because for the PixelFormat::R4G4B4A4 texture format (translated to DXGI_FORMAT_B4G4R4A4_UNORM) with the following message. ``` D3D11 ERROR: ID3D11Device::CreateTexture2D: The Format...
- currently an entire resource file is loaded into a memory buffer, then a GL resource is created, and the memory buffer content is copied over; the copying happens in...
Only the first particle is positioned correctly, all the others are simply 'falling down' (looks like there's no initial velocity?)
not many current devices support GLES3, better switch back to GLES2 + extensions.
http://developer.android.com/tools/publishing/app-signing.html