Robert Konrad

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Hey, false marketing, as you know UBOs are also limited, just less so.

Hu, top-tier mobile is still using OpenGL?

Those 26% I think are not the 1000$ top tier phones. And hu, an extension for vertex-skinning? What's that? And webview is a different story all together of course. When...

Aand webgl being a different story here will also be relevant for the implementation - therefore henceforth this issue right here will just be about WebGL, while a new issue...

iOS only added WebGL 2 support last year. That's not that long ago - basically every iOS device that's not on the latest OS doesn't support WebGL 2. What phones...

Hey, this works for me. We are talking about something like ```#include #include #include #include #include #include #include #include #include #include #include static kinc_g4_shader_t vertexShader; static kinc_g4_shader_t fragmentShader; static kinc_g4_pipeline_t...

I don't know, never looked into it. Open it in Visual Studio and see where abort is called (or just debug in Visual Studio alltogether).

We have the html5 debugger for that. But I'll integrate native debugging as an additional option once it's a bit less quirky of course.