Ryan C. Gordon
Ryan C. Gordon
Maybe we make the creation flag/property that says "this texture wants mipmapping" and we create the texture appropriately, and then automatically (re)generate mipmaps when the app changes a texture (SDL_UpdateTexture,...
(Just force-pushed to resolve conflicts, no changes to this yet.)
But (almost) everything wants exactly that hardcoded channel layout, and we added channel maps for cases that don't. This doesn't feel like a limitation we're actually running up against, to...
Okay, we've talked about this further over here, and here's the current thinking: - Audio will continue to work as it is, but... - (in the future) we will add...
Kicking this into 3.2.0, but if this turns out to be a massive or disruptive change, I'm kicking it back to 3.x.
I might take a shot at this for 2.0.20 (2.0.18 is getting quite heavy already).
Actually, let's bump this to SDL3, if we're serious about starting on that soon.
This is where I am. I'll probably tweak this as I implement this. ```c /** * The asynchronous I/O operation structure. * * This operates as an opaque handle. There...
> My first thought is this isn’t simple. There is no such thing as simple asynchronous i/o. :) I'm making adjustments, then we'll make a call. Stay tuned.
Okay, the interface for creating your own still stands (apps usually don't need it, SDL talks to it internally). The public API will have a callback... ```c typedef void (SDLCALL...