I haven't tried your package yet since I really don't want to boot into
Windows, but I looked at your source code in the git repository.
Off the top of my head here are just a few questions or suggestions you
need to implement to make it useful:
1) I don't see any code to enumerate the supported
> On Oct 11, 2018, at 9:17 PM, Anthony Walter wrote:
>
> 1) I don't see any code to enumerate the supported screen resolutions
What do mean exactly? The API just returns a window with a OpenGL context.
Resolution is the job of the user to define per their needs.
> 2) I don't see any code to
Ryan,
1&2:
Typically what happens is the programmer can enumerate the supported
exclusive (full screen and dedicated to a graphics context) resolution
modes. The available resolution modes is dependent on their monitor, video
driver, and operating system. Each mode defines a width and height in
p
On 11/10/18 05:39, Darius Blaszyk wrote:
> Not sure though if you need to stash your local changes first to prevent
> losing them.
For contribution to a project I ALWAYS recommend they work in a separate
branch. There are many benefits to that from both side (per writing code
and person merging ch
> On Oct 11, 2018, at 11:39 PM, Anthony Walter wrote:
>
> Ryan,
>
> 1&2:
>
> Typically what happens is the programmer can enumerate the supported
> exclusive (full screen and dedicated to a graphics context) resolution modes.
> The available resolution modes is dependent on their monitor, v
Regarding the RTL OpenGL unit working, that is because it assumes the CORE
profile is the only OpenGL library. If you request an ES profile, those
libraries are no longer valid.
In SDL:
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
Which may link to any of:
libGLE