Sam Lantinga
Sam Lantinga
I think we'll pass on this.
That's an interesting optimization. We do convert the angle to sin/cos in every path that handles rotation. We're not going to change the API for the 3.2.0 release, but we...
> > That's an interesting optimization. We do convert the angle to sin/cos in every path that handles rotation. We're not going to change the API for the 3.2.0 release,...
We are scoping work for the SDL 3.2.0 release, so please let us know if this is a showstopper for you.
This seems like a good idea.
Good analysis. Are you able to test and verify a PR to fix these?
I'm throwing this in the 3.4 milestone for feedback, but it might bump out a bit, since there isn't a Linux implementation yet.
> Don't suppose we could get some kind of automation for this for all satellite libraries? Since IOS is quite different with its builds because it includes SDL headers that...
> I'd just bump the headers and tbds one more time post-3.4 release so there are no unstable headers in the satellite libraries. Yes, we should definitely do that.
As well as this fits code-wise into SDL, I'm not sure that it fits the goal of SDL as a cross-platform game/media development library. What's the use case for this?