121
Graphics / Re: Rendering a sf::Sprite using a shader results in an inverted Y-axis?
« on: October 06, 2016, 03:30:22 am »
OpenGL's "bottom" is -1 actually, center is 0.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
First, I think it would be cleaner if 2.4 update and style changes were in two different PRs. Even more if those style changes are unrelated to each other.Agreed. I'll split the changes.
This means that we have to ship the Debug version of CSFML with SFML.Net, right?Yes, debug versions of CSFML would need to be shipped as well. I expect this isn't necessarily desired, so another thought I had was to have another macro definition, to enable/disable this behavior, so only those who want it (library developers, etc) would need to worry about debug versions of CSFML.
And the convention is to name constants in CamelCase, not in UPPER_CASE (so it should be DllName). "Dll" might also be too Windows-specific, since on other OSes we'll load dylib or so files.Will fix. True, I guess I was in .NET mode. How about NativeLib or NativeLibName?
No need to make the internal code depend on new language features when it changes nothing for the end user, and only restricts the environments where SFML.Net can be compiled.Will revert.
But that's actually a question I've been asking to myself : doesn't sf::View mechanism already imply that only visible items are drawn ?
adb root
adb shell stop
adb shell setprop log.redirect-stdio true
adb shell start