Sasha Szpakowski
Sasha Szpakowski
To make sure there aren't any misunderstandings: do you mean adaptive vsync (automatic vsync-off when framerate drops below the monitor's refresh rate), or Adaptive Sync (the monitor's refresh rate syncs...
SDL2's OpenGL swap interval code on macOS explicitly supports adaptive *vsync* (automatic vsync on/off depending on whether the framerate is >= the monitor's fixed refresh rate. Setting the swap interval...
Maybe it should have a function to query whether a format is supported by the renderer, instead of returning a list? Or a function that returns an allocated array the...
From a slightly lower level perspective, it's not possible to know every format supported by a backend before some initialization is done, because support depends on hardware, drivers, etc. There's...
Actually it looks like the function to query this before a renderer is created was already removed in SDL3? The migration guide says one reason is because it couldn't be...
One more consideration: a given pixel format might be supported for some types of things and not others - for example for drawing but not usable as a render target,...
Decide whether the accelerometer-as-joystick feature should be removed now that there's a real sensor API? (#3012 / #7879)
The eglMakeCurrent docs page says this: > If `context` is current to some other thread, or if either draw or read are bound to contexts in another thread, an `EGL_BAD_ACCESS`...
Looking more closely at that first case and eglMakeCurrent's parameters and SDL's use of them, I don't think SDL's current API allows having two OpenGL/EGL contexts active in different threads...
Is the number of mouse buttons supported by SDL actually limited to a certain number like that? I thought it supported arbitrary button numbers as long as the OS, mouse...