Thomas Altenburger

Results 168 comments of Thomas Altenburger

While removing the limit here makes sense, we have to be careful as to which value we pass to the implementation. As of now, implementions are assuming this limit. Uncapping...

I looked into every platforms expected range and error handling: - DesktopGL from ```float.MinValue``` to ```float.MaxValue``` (though we can expect the tolerance to be hardware dependent) - WindowsDX from ```-10.0f```...

Thank you for updating, and no worries, we're trying to catch up with PRs. It seems that ```System.Math.Clamp(Single, Single, Single)``` doesn't exist on .NET 4.5 and it makes the console...

MoltenVK has been updated to be compliant with the iOS cert (it was using non public surfaces but that's now fixed and games using MoltenVK are being accepted).

FYI https://github.com/MonoGame/MonoGame/issues/7523#issuecomment-865808668

Apple deprecated OpenGL a long time ago, and there is a valid chance that in the not-so-distant future they ban OpenGL from their certification process. We should move to Metal/Vulkan...

Closing this one in favor of centralizing discussions in #4571

This solution is incomplete to me. Yes, most libraries made that choice, but Unity does offer an API to get what's actually printed on the physical key depending on the...

While OpenGL is absolutely not a multithread renderer (like any other MG backend) and must not be used in threads, it is true that MG has a mechanism to allow...

The UWP target is going to be deprecated and replaced by the upcoming GDK (D3D12) implementation. This will be the standard route to publish games to the Microsoft Store on...