breakerrorchen
breakerrorchen
I use GLFW as the cross-platform window, but I use Metal as the back end on the MAC system, ``` ::glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API); ``` But the function ```glfwSetWindowRefreshCallback``` doesn't get called,...
The memory footprint on the Mac M1 chip is too high. Just by pulling up the window, it takes up 400MB Code like this ``` ::glfwDefaultWindowHints(); ::glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); ::glfwWindowHint(GLFW_WIN32_KEYBOARD_MENU, GLFW_TRUE);...
@sloriot @afabri @lrineau L @marv take the liberty to disturb you,but i need your help. I'm using Nef_Polyhedron for boolean operations because he doesn't seem to need to triangulate ahead...
The coordinate system of GL and metal are not the same, what should I do? Can you give me a callback function when translating the shader to let me generate...
比如这样一个HLSL文件 uniform float4 data = 0; struct VS_OUT { float4 pos: SV_POSITION; float4 color:COLOR; }; VS_OUT vs_main(float4 pos: POSITION) { VS_OUT ret = (VS_OUT)0; ret.pos = pos + data; return...
请问下Sketch中轮廓生成的 LayerListExpanded 是什么含义?
1. Do it only support triangular meshes? I think the sample code needs to provide the number of points of face, does it mean that meshes with more than three...
通过平台的Canvas渲染,看似性能比原生系统组件的高。其实只是高在创建的时候。 但是系统的的View都存在一个RenderNode并用来Cache DisplayList。 这样当局部有一个View发生了变动,只要对这个View重新生成DisplayList就行了。 如果全屏都是用VirtualView的方案,那么他一定会渲染到一个的View上面, 那么整个屏幕的渲染指令都会算到这个View的RenderNode上面, 这个时候这个区域有一点点变化都需要重建整个View的渲染命令。 这比系统原生的策略比起来重太多了。
``Hello, I am looking for a robust Boolean library, I found it is a good choice, but there are some problems. For example, when I Intersection the next two OBJ's,...
Does this support on API 24-25? And without make application a system application?