Posted
over 9 years
ago
Well, just to make it clear, I am not suggesting replacing the low-level interface with a higher-level one (pointer with buffer or string). Rather, I made the observation that, if need be, these specializations, or higher-level functions, can be provid...
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Posted
over 9 years
ago
Yes, it is possible, but you lose the flexibility/efficiency part.For example, say a user wants to log any output to a file. With String in the signature, you're forcing deserialization from UTF-8 to char[], then serialization again to the UTF-8 file ...
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Posted
over 9 years
ago
Would it not be possible to provide a function that wouldn't lose the single method methodology but also remove the low low level stuff that most of us are not interested in?An example would be [code]public void invoke(int source, int type, int id, i...
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Posted
over 9 years
ago
I'm afraid in this particular case I had no choice but go with the lowest-level option. We want to have a single method (for lambda compatibility) and we want flexibility/performance at the same time. Only the low-level interface provides that. If LWJG...
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Posted
over 9 years
ago
Quote from: theagentd on September 06, 2015, 03:54:15We're currently trying to implement window icons, but it's not in there yet.I just did two PRs to GLFW:Improvements to the Wi...
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Posted
over 9 years
ago
While it's nice that LWJGL 3.0 is using a more or less raw version of OpenGL and that GLFW gives more direct access to the hardware it made it a lot more complicated. While it isn't supposed to be drag and drop as it is a programming library it used to...
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Posted
over 9 years
ago
Perhaps you are trying to close the window twice, look over your code and check.
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Posted
over 9 years
ago
Hey guys,I am not sure if this is related to GLFW or LWJGL and if it is a bug or not. But every time I close my game window, this message pops up in my terminal:[code]X Error of failed request: BadWindow (invalid Window parameter) Major opcode of...
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Posted
over 9 years
ago
Thank you. It's just that silly thing that you always miss.
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Posted
over 9 years
ago
Fixed in build 3.0.0b #23. Thanks!
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