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The non-optional ones are just stuff like obvious null checks, the optional ones are for debug devices only which will do validation which should not be necessary for release mode.
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Other than the camera implementation, GPU is the only subsystem with >10.14 SDK requirements:
```
/home/flibitijibibo/libraries/SDL3/src/gpu/metal/SDL_gpu_metal.m:102:5: error: 'MTLPixelFormatB5G6…
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Cycling transfer buffers isn't as trivial as GPU buffers on the library side, but it should be easy for the app side - we should demonstrate this to avoid having to cobble together host-memory cycling…
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This issue simply exists so I can remember to work on this for brux in the near future.
Renderers on initial completion should probably be:
- SDL2 + SDL2_gfx
- SDL3 + SDL GPU (allows for shaders)…
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Do you have any interest in or plans to add support for [sdl-gpu](https://github.com/grimfang4/sdl-gpu)?
I've started prototyping support for it and thought it might be nice to integrate here if t…
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## Motivation
We've noticed that `SDL_gpu` doesn't fit our needs in many situations: it has a strange transformation matrix model (which leads to rendering bugs at pixel boundaries on certain devi…
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Hello,
First thanks a lot for your work, and for sharing your code, much appreciated.
FYI, I'm currently using SDL2 + ImGui + several other API (see https://framagit.org/ericb/miniDart ) and I'm…
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I was wondering whether SDL_gpu supports floating point framebuffer objects.
I'm working on a remake of an older game in C/C++ and I used SDL_gpu to be able to utilize shaders. However, when I draw…
NTxC updated
12 months ago
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### Minetest version
```true
Minetest 5.9.0-dev-fb6ceb266 (Windows)
Default cmake options except luajit is required.
```
### Irrlicht device
SDL
### Operating system and version
Wi…
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It would be useful to have a pixel format for single channel alpha surfaces. These are useful in shaders and are a compact representation of alpha maps.