mgood7123

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> @mgood7123 Direct3D sounds too unspecific. Could you clarify this a little bit more? idk the details of Direct 3D

specifically the issue is the `SK_ENABLE_SKSL_INTERPRETER` is undefined when skia is being compiled ```cpp std::unique_ptr Compiler::toByteCode(Program& program) { #if defined(SK_ENABLE_SKSL_INTERPRETER) AutoSource as(this, program.fSource.get()); std::unique_ptr result(new ByteCode()); ByteCodeGenerator cg(fContext.get(), &program, this,...

enabling this in the CPP file directly enables SKSL to work on CPU

specifically ```c // required to enable CPU support for SKSL, this enables SKSL to work in a CPU canvas #define SK_ENABLE_SKSL_INTERPRETER ``` in `SkiaSharp\externals\skia\src\sksl\SkSLByteCode.cpp` and `SkiaSharp\externals\skia\src\sksl\SkSLCompiler.cpp` also ```c // enable...

> We need small using example for proper using this mixer api agreed

> You can call the build script with a CMake COMMAND block, but seeing as to how Boost proper doesn't have a functioning CMake build chain I doubt this project...

Oh ok On Sun, 5 Jul 2020, 5:45 pm 影月 零, wrote: > You can include ndk-build projects in CMake. There's even a toolchain file > you can use at...

> The warning is bogus. It is misleading to initialise twice. oh :/ can this warning be silenced in some way?

how do u make ur prompt look like that 0.0