MGSX

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@VaTTeRGeR i was browsing Gdx TextureArray code (for some other reasons), and i think mipmaps option is not implemented yet, that could be a limitation for your Batch.

Maybe there is another solution that minimize breaking. Something like that : ```java public class Color { public static class ConstantColor { public final float r,g,b,a; public ConstantColor(float r, float...

@PokeMMO don't take it badly but i'm not convinced by the encapsulation solution. Any logging/throw exception/do nothing/copy behaviors are not good imho. To clarify my concerns above : Depending on...

Another cleaner way to have sRGB texture is to do something like this, given a pixmap : ```java TextureData data = new GLOnlyTextureData(pixmap.getWidth(), pixmap.getHeight(), 0, GL30.GL_SRGB8, GL20.GL_RGB, GL20.GL_UNSIGNED_BYTE); texture =...

That's not how it works, Texture and TextureArray are different type of texture GPU side and you can't convert from one to the other GPU side. If you need to...

my bad, it missing a constructor `FileTextureArrayData (Pixmap.Format format, boolean useMipMaps, TextureData[] data)` i think you can PR that.

actually indexed versions are just optimizations, so you can always bind the thing you want to retrieve information from and use the non-indexed version. indexed version are only applyable to...

my bad, i only checked GLES 3.0 specification but since GLES 3.1 there are 2 new queries that requires indexed version : GL_MAX_COMPUTE_WORK_GROUP_COUNT and GL_MAX_COMPUTE_WORK_GROUP_SIZE So you're right, indexed versions...

i agree with @crykn and i think that if you wanted to track down OpenGL state, you should do that in your own GL20/GL30/GL31/GL32 implementations, the same way it's done...