a seven

Results 68 comments of a seven

> 调用的魔兽函数代码大概是这样的 > > // 1.27.0.52240 6F69FFA0 (sub_6F69FFA0) > void IssueUnitOrder(unsigned int order, CAgent *agent, unsigned short flags) { > CNetCommandUnitOrderBasic command(NET_COMMAND_UNIT_ORDER_BASIC); > command.m_order = order; > > command.m_agent_tag.m_ptag =...

The "ClearLines" in "Submit" will clear geometric objects, and when rendered again, it will be recreated, which can lead to low performance

yes. Switching back to the GL2 version has significantly increased the frame rate, so it is currently not possible to use the new features of GL3. The caching of geometry...

I tried the latest commit, then switched to the OpenGL3 renderer, but compared to the OpenGL2 renderer, it still dropped 100 fps Performance still shows a noticeable drop when rendering...

After debugging, I found that other controls are also constantly rebuilding geometrys, such as the "ElementProgress" progress bar, which triggers geometry reconstruction every time the progress value is modified per...

I'm a bit confused and would like to ask for some clarification. Isn't OpenGL3 already using shaders? Wouldn't it be possible to achieve progress bar changes by passing parameters to...

I am thinking that any control with 'element ->IsVisible (true)==false' will not cause a significant decrease in frame rate Therefore, I made the following experimental improvements, skipping most of the...

I looked up the CSS documentation and found the difference between these two. Perhaps we need a truly low consumption interface for hiding/displaying/retrieving the status of the control, without focusing...

那这个问题等你空了再解决。

After reviewing your code implementation, I really like this project and hope it continues to be updated. Regarding placeholders, I was thinking we could use {} for placeholders like std::format...