Le Juez Victor
Le Juez Victor
I'm currently working on verifying that all the necessary features for rlgl are implemented and reviewing the API to facilitate its integration. **Firstly, we should therefore think about how to...
> is that replacing OpenGL? For software rendering; Yes Entirely: No ___ @raysan5 Otherwise, if the fact that textures are managed via structs and not by identifiers with PixelForge is...
Also, one thing I've considered is that mesh uploading to the GPU happens automatically in most cases, which might need to be reviewed, perhaps with definition checks. And `UploadMesh` should...
One thing I'm thinking about all this... The basic idea would be to enable software rendering via rlgl, but that would remove OpenGL support from rlgl _(for software rendering)_, while...
> > Another promising implementation is [PortableGL](https://github.com/rswinkle/PortableGL) from @rswinkle. > > I am look at like the pook. Impressive. Really yes, we really need to look into this further, it...
I have the same problem, and I've also noticed that depending on the arrangement of the rres file _(made with rrespacker)_, the audio glitches at the end of playback are...
> @Bigfoot71 not sure if you tested all the examples on `PLATFORM_ANDROID` and you also found some issues there... No, from memory, the few issues I had noticed last time...
@ubkp But how do you plan to make `core_drop_files` work on Android? **Edit**: Thanks for the list, it will definitely save me time if some things are already tested
# Android Tests I have tried almost all the examples in **core**, **shape**, **textures**, **text**, and **models**, as well as the 6 **audio** examples and some of the **shader** examples...
@raysan5 I found how to resolve the Z-Fighting issue I mentioned earlier. (on Android) You need to modify the floating-point precision of the default shader as follows: ```diff #if defined(GRAPHICS_API_OPENGL_ES2)...