Andre Weissflog
Andre Weissflog
See this issue thread towards the end: https://github.com/floooh/sokol-samples/issues/45 Changes are mainly in sokol_app.h, the color-depth selection code should be merged into master via a PR (but not the part which...
What's needed to add "proper" multi-window support to sokol_gfx.h and sokol_app.h: **sokol_gfx.h**: Not strictly multi-window specific, but ```sg_desc``` needs a couple more parameters to describe the default framebuffer, this is...
...but only with user-created offscreen render targets... to reproduce: Start mrt_sapp with the Metal backend, resize and watch memory usage. Currently the resized-event is fired in the windowDidResize event, check...
Newer APIs like Metal and WebGPU allow to fill buffer and image resources with data asynchronously, so that the calls to sg_make_buffer(), sg_update_buffer() etc... could return before the data is...
- [x] new validation error: "Buffer binding size cannot be zero." - [ ] cgltf-sapp: needs compressed texture extension - [x] cubemaprt-sapp: rendering to MSAA layered textues (e.g. cubemap) not...
See here: https://twitter.com/andsve/status/1264513943051153408 Basically: ```sapp_pause()``` skip calling the frame callback and buffer flip until ```sapp_continue()``` is called. This would be useful (amonst others) for event-driven application which only need to...
See here: https://gist.github.com/kssreeram/533086a1972da68d45ff0fca564565e6 ...apparently this also improves startup time on Macs with both an integrated and discrete GPU: https://twitter.com/kssreeram/status/1363537464204218368
sokol_gfx.h should expose the hardware sRGB features to perform sRGB-to-linear conversion when sampling textures and back to sRGB in framebuffers (two separate things) See: https://twitter.com/tumult/status/1439897518297411591 ...probably needs to be behind...
MTKView is just too brittle, with all sorts of workaround for regressions, which then at some point are no longer needed, but cause different issues. Bite the bullet and replace...
- [x] depth-only pass - [x] sample from depth texture (can be combined with depth-only rendering) (FIXME: this requires further fixes in the backends) - [ ] render to mip...