Open hajimehoshi opened 1 year ago
In other words, renderThread
in internal/ui
can be removed, and the notion of the GL context can be hidden in internal/graphicsdriver/opengl
.
What we should do is porting OpenGL-related files to internal/graphicsdriver/opengl
by modifying graphcis_glfw.go
. Refer graphics_nintendosdk.go
and egl_nintendosdk.go
, which are already in an ideal situation.
Ha, this is pretty difficult. Maybe we should make internal/glfw
pure Go first, or at least close to pure Go.
Operating System
What feature would you like to be added?
Now GLFW code is cloned into Ebitengine and under our control, we can move the GL context logics from internal/ui to internal/graphicsdriver/opengl.
Why is this needed?
No response