Stefan Bachmann
Stefan Bachmann
@ikrima @kattkieru I've opened a new pull-request that has a more complete multi-window implementation (using some of the previous work done here already): https://github.com/floooh/sokol/pull/437 Happy to hear thoughts/feedback!
@ikrima thanks, great pointer. I'll check out what you did on your branch to make this work. 👍
> Yes that's expected, the WGPU code is way behind the latest API changes. I'll wait until the WGPU API has settled a bit and the new shading language is...
Oh another thing: I didn't bother looking into multi-window support for UWP. After reading a bit up on the api and looking at the backend I decided to run the...
@serkonda7 there's quite a bit of work left to do on my side. I'm going to get back to this over the Christmas break and hopefully bring it closer to...
> This is fantastic. I finally got around to looking at it today after wasting a day on a bug caused by own commented hack that i forgot about >...
No problem @floooh - I don't specifically care about being in there. So do whatever makes most sense :) I have a bit of time opening up in the next...
> I've moved the init/frame/cleanup/event callbacks into the window-desc btw, so that each window can have its own callbacks (if the user choses so), and before the callbacks are called,...
> And I still see this mysterious Metal error message when resizing windows, despite also having moved the uniform buffers into the context struct. Is there a specific sample you're...
> Also interesting... using one MTLCommandQueue per window also makes that original error go away, even if not using the GLFW-style render loop... I guess using one queue per MTKView...