nightmareci

Results 34 comments of nightmareci

Remove the YGS2k-side function `IsRenderToTargetSupported` entirely (also, functions there should always have a `YGS2k*` prefix, just so you know). Check if render target is supported *right after where the renderer...

@zaphod77 Remove the `getDrawRate()` API in `ygs2kfunc.c`/`ygs2kfunc.h`. And, combined with that change, don't use `YGS2kBlendBltRect()`, or any `YGS2k*` graphics functions, outside of `src/script/flexdraw.c`. So, use `ExBlendBltRect()` in `src/script/view.c`, instead of...

> Okay i've figured out more. loop points do work, but only for Music, and only if they are error free. i've fixed the latter, but doubt you are willing...

I'm not taking any special-cased hackery in the YGS2k side, so I'm not accepting such a solution; if there's *any* hard-coded number stuff on the YGS2k side, sorry, it's not...

@slouken Here's an initial implementation of validation for portable storage paths. It covers a lot of cases, but maybe there's more to check. The validation may even have to be...

> [Stupid question alert] The snake game's `AppState` data - isn't that at risk of being accessed by two threads at the same time if `SDL_AppIterate` and `SDL_AppEvent` are running...

I tested that on Windows, it produces high CPU usage with vsync both on or off, using the same amount of high CPU percentage in either case, but displays 165...

I think I've narrowed down what's causing this issue: Iterations aren't being paced out *at all*, [in the generic main callbacks implementation](https://github.com/libsdl-org/SDL/blob/db4e2ccbaceab0f70847bd6f3ef23c6fe68a30fb/src/main/generic/SDL_sysmain_callbacks.c#L63); that line's if-expression I linked to is *always*...

That seems fine to me. I've been working with the app callbacks and can get the timing behavior I want on the big three desktop platforms, Windows/macOS/Linux, using a combination...

I took a stab at it. Let me know if there's something off about it.