Thomas Friedel
Thomas Friedel
Hi, that's a bit tricky on windows, you will have to follow the steps listed in the go-sdl2 package itself under the requirements section. https://github.com/veandco/go-sdl2/blob/master/README.md#requirements Alternatively you can use GLFW...
Sorry this is taking a while, but unfortunately the change in the shader is now incompatible with my Android phone. Looks like I'm going to have to make the OpenGL...
That needs to be configured when setting up the OpenGL context. Looking at the code you wrote in the issue, I think you need to add `NSOpenGLPFAMultisample, 4` or something...
Hmm, the color problem sounds strange. I just tried it, but for me the right color comes out. Sounds like maybe there's some color processing going on on the system....
Hi! Thanks for the nice comments! I don't see anything wrong with the code, and `cv.DrawImage` should also work. I tried writing a test function for `client.Screen` to test it...
This will be difficult for me to test, as I don't have a Mac available to test on. I do have a VM running macOS, but it is an old...
Hi, sorry for the really late response. I couldn't test it right away, and then lost track of it... Anyway, in case it is still relevant, yes it is due...
Damn, I knew this kind of thing would happen at some point. There seem to be frustrating subtle incompatibilities between OpenGL versions, and especially between OpenGL and OpenGL ES. This...
That is progress. Try the following shaders: ``` var unifiedVS = ` #version 150 in vec2 vertex, texCoord; uniform vec2 canvasSize; uniform mat3 matrix; out vec2 v_cp, v_tc; void main()...
Interesting. I've never seen that a glFlush call is actually necessary, but I guess it can be. Sure, a PR would be nice!