-
During my work with draw calls (https://github.com/david-vanderson/dvui/issues/83#issuecomment-2267644939), I created the following new API design
Currently:
1. dvui allocates temporary memory
…
-
See https://github.com/bevyengine/bevy/issues/3763#issuecomment-1025022526. I'm not sure if this is actually an issue.
-
### Tested versions
- Reproducible in 4.3.stable - Not reproducible in v4.2.1.stable
### System information
Godot v4.3.stable - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce RTX 3050 …
-
### Version of OpenTTD
master
### Expected result
AddChildSpriteToFoundation can't cause a use-after-free via ViewportDrawer::last_child
### Actual result
AddChildSpriteToFoundation saves the cur…
-
#### Your system information
* Steam client version (build number or date): Steam client version (build number or date): Steam Version: 1686779606
Steam Client Build Date: Wed, Jun 14 14:18 UTC -0…
-
Firstly want to say I love this tool, it makes altering changes in design very easy.
However, I'm running into a problem. I am using about 5 difference fence objects, totaling about 500 individual fe…
-
Since a lot of what's being rendered will be the same model but with different transformations, it would improve performance to use instanced draw calls.
-
Right now `draw_line` does not work in `record` blocks, and there are subtle differences between machines/GPUs when it comes to coordinates. `GL_LINE` needs to leave the library.
`draw_line` seems to…
-
I'm trying to track down where the warnings are originating, but the page prints fine. I am using nested graphics subroutines on a PDF page object, and that may be confusing the parser because I canno…
-
Follow up with Glenn for more info