obigu

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CHANGES added! Little warning notice. This change may not unlock maximum refresh rate on all devices that support over 60fps until we migrate to Metal. Apparently, the behaviour on iPad...

With the new MetalANGLE backend the possible OpenGL 60fps limitation is now gone. Unfortunately I don't have a >60fps device to test on. EDIT: User pacificz confirms OpenGL is capped...

I think the discussion about AAR or Eclipse support is independent from this PR. As @SimonIT explains, this PR only changes the Gradle build of libGDX project itself to make...

Wow, small update, the errors when building with Gradle (`gradlew clean build`) happen in Master, they are not directly related to this PR even if merging this is probably necessary...

> > It should be good to merge now. > > I don't think it is, afaik the plan is to seriously consider moving the build to gradle sometime soon™....

This is on draft mode, is there anything missing other than resolving conflicts? I understand that we can make the changes suggested by @PokeMMO when we later upgrade to AGP...

Duplicate? https://github.com/libgdx/libgdx/issues/6592

> * However, I don't know whether the Android & iOS tests are affected by changing the source level (maybe @PokeMMO, @obigu or any of the others could chime in...

First of all thank you for the effort on this PR. I've tested building and running the tools on Windows. On both Particle Editors (2D and 3D), the preview window...

Seems related https://github.com/libgdx/libgdx/issues/6634