Mark Lambert

Results 28 comments of Mark Lambert

I think this is what the dialog in vs code was telling me to do! [slevesque.shader-unresponsive.cpuprofile.txt](https://github.com/stef-levesque/vscode-shader/files/9180626/slevesque.shader-unresponsive.cpuprofile.txt)

Just to let you know - I got a notification to say this issue is marked as fixed in terraform, v2.42.0 (just noticed this terraform release is tracked in #808)

@delneg Sounds good. I've fixed the conflict in the fsproj.

I've added an[ OpenTK version](https://github.com/marklam/AvaloniaOpenGLPointCloud/tree/master/OpenTKPointCloudTest) (no Avalonia) to the above repo, and it **doesn't** have the flicker. ![OpenTKDragClouds](https://github.com/AvaloniaUI/Avalonia/assets/1962640/683a4af1-9fea-49c8-b151-1c2b5c8b4aeb)

I've also switched the Avalonia project to use OpenTK for the bindings, it still exhibits the flickering. So it definitely seems to be a diffrerence between OpenTK's GameWindow and Avalonia's...

I've [created an 'angle' branch ](https://github.com/marklam/AvaloniaOpenGLPointCloud/tree/angle) but I can't persuade Angle to draw anything for the point clouds, so it doesn't help. I've added GL Debug logging and error checks...

That fixes it (the Wgl flicker, which was my initial problem)! You're the remote-debugging wizard (and I get the clown nose).

> Is it possible to add a warning when base type declaration in XAML and code behind does not match ? Common error when a person creates UserControl via template,...

I'm not sure how to use the workaround above from code (I'm using Avalonia.FuncUI) so it would be very cool if this is back 'on the radar' for a fix.

Thanks for your consideration!