Konrad Kuśnierz
Konrad Kuśnierz
> Also, this might be too aggressive, but I'd consider deleting PSP, Vita, PS2, and Nintendo 3DS support up front, and let them live in SDL2, and add them back...
> Resource creation in a parallel thread probably won't be implemented in the 'default implementation', because it adds a great deal of complexity (unless the backend API makes this simple),...
It is not like it would cause any harm, but in some cases it is heavily important to have such ability (rendering expensive stuff which is cached within a texture)....
Yea, you did show a good example. It is precisely my point why reading back is an important feature in some cases since real-time rendering would be rather impossible due...
@Sakari369 You don't need SDL2 for that matter at all. I just wanted a static output format of RGBA despite either ARGB or ABGR framebuffer underlying format.
I was actually thinking about this recently. I did encounter a problem in which I use an intermediate target (framebuffer) to which I draw multiple things with alpha blending (``SDL_BLENDMODE_BLEND``)....
``` -DSDL_JOYSTICK_ENABLED_BY_DEFAULT=OFF -DSDL_HAPTIC_ENABLED_BY_DEFAULT=OFF ``` It does work perfectly fine on MacOS. I had some issues with ARM64 build so I had to disable those. Edit: Ohh, I see that you...
> I wish the issue #13 would be fixed for PhysFS 4.0. Because I've tried before to use PhysFS to load multiple assets in parallel, and then found out it...
> > Anyway, I believe this is the upmost important thing, even for current PhysicsFS 3.0. > > I agree, although the most immediate workaround is to not use the...