Anonymous Maarten

Results 753 comments of Anonymous Maarten

The error is still valid: using static libraries should still work. [here](https://github.com/Ravbug/sdl3-sample/blob/edbf595cace68d40023f30e85c4d19a7d4eae1c5/CMakeLists.txt#L90-L93) You need to put `SDL3::SDL3` last.

> The problem is that if you statically link SDL_image you need to link all the frameworks it uses in the application, which is what [@Ravbug](https://github.com/Ravbug)'s fix is doing. But...

Can you please provide a series of shell commands that reproduces this issue? e.g. the following series works for me on Linux ```sh projectdir=/tmp/new_sdl_project rm -rf $projectdir mkdir -p $projectdir...

That's why you need to download the `SDL3-3.1.3.zip` or `SDL3-3.1.3.tar.xz` source archive. When `REVISION.txt` (`VERSION.txt` in 3.1.3) is not present, the cmake script assumes it is a git repo. For...

There's nothing we can do about this, apart from writing in the github release note that people should not use the automatically generated zip archive. I've seen other projects do...

@thatcosmonaut [wrote an article about this](https://moonside.games/posts/sdl-gpu-sprite-batcher/), which tries to explain how "easy" it is to write your sprite renderer on top of the GPU api. [Links to more articles can...

On windows, let's ignore `SDL_LIBC` and always use `WriteFile/WriteConsole` + `OutputDebugStream`.

Btw, I can't reproduce with Visual Studio 2019. I built `testspriteminimal.c` (no callbacks) and `testsprite.c` (callbacks) using the windows and console subsystem, and added these lines: ```c SDL_Log("Hello world"); SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,...

> Regardless, I would say the the older behaviour was far more intuitive and SDL should revert back to it in order to maintain compatibility with non-VS IDEs, debuggers, etc....

The change was 125ce7137987ec91b931b4fb97d9c3c7af88c377 This patch undoes the failed attempt to detect a MS debugger ```patch --- a/src/SDL_log.c +++ b/src/SDL_log.c @@ -515,7 +515,6 @@ enum { CONSOLE_UNATTACHED = 0, CONSOLE_ATTACHED_CONSOLE...