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@Semphriss I can run some OpenGL games, the ones with GL v
@Semphriss When using OpenGL2.0, I didn't get any crash after playing for 2 hours. So, it works on OpenGL 2.0, not sure why 3.3 doesn't work.
@semphriss I somehow solved it...? Kind of? I just found out Intel HD Graphics supports OpenGL till v3.1, and not v3.3 and upward. All the other source ports were running...
> That is a complex issue to implement, it depends on our internal maps data format. We plan some improvements though. It would be very nice if you could fix...
As a workaround you can use `let` instead of `const` - it seems to me that this is the result of the difference of hash calculation during compile-time vs hash...
Aha, found another workaround - `-d:nimIntHash1`. Maybe after that change the relevant JS hashing code wasn't updated to match the other backends.
Yeah, I think I found the root cause - in https://github.com/nim-lang/Nim/blob/devel/lib/pure/hashes.nim#L175 `when defined(js)` seems to be never true, even if we're compiling to the JS backend. I'm not sure if...
Okay, so the fix seems a bit wrong, but the root cause is that the compile-time hash for negative integers doesn't match the runtime hash when compiling to JS.
@andreaferretti I know how to use an iterator but this is crashing the compiler. See 3 & 4 above. (Internal Error & Segfault)
~~See https://github.com/nim-lang/Nim/issues/14243 about nimgame2, probably a duplicate.~~