Markus Siglreithmaier

Results 119 comments of Markus Siglreithmaier

Hi, thanks for the report. I will try to reproduce it tomorrow on some linux machine. > Why aren't they simply in the github project alongside the sources so that...

Pushed a fix related to some uniform name conflict it seems (ubuntu, nvidia), but this didn't result in a segfault. As I have the same GPU (r9 380) laying around...

I'm kinda giving up on this and dump it into the 'driver bug' bin. Updated it to latest rust-gpu version, unlinked the spirv files to better match glsl base, poked...

I actually like these traits as they allow to abstract over functionality and don't restrict yourself to either 2d or 3d. For real-time rendering isn't needed very often imo, but...

> What do you mean by "physically based animations" btw? Mostly rigid/soft-body physics and fluid dynamics (in the computer graphics domain). E.g having to write a SPH implementation for 2d...

d3d compiler is more strict here compared to SPIR-V which allows it. In practice, no divergence will occur as the example is crafted in such a way that the number...

I'm currently leaning towards the separate ptr crate approach as it seems to minimize the risk of breaking changes compared to just using a version range for `ndk`. Regarding the...

Thanks! As general feature sth like `RUSTFLAGS` environment variables for `aapt` and `adb` would be interesting, which would cover this. But this combination of flags seems useful enough to provide...

hmm not too sure about these changes. I would imagine in `winit` we would call `finish` when the user passes `ControlFlow::Exit` and then forward the `Destroy` event to `LoopDestroyed`.

@MarijnS95 I'm fine with these. Regarding `finish` vs `drop` I would prefer calling `finish` as it might be easier to discover/read than having the explicitly drop a static. > ANativeActivity_finish...