st0rmbtw

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I have the same issue with single monitor on Wayland. It works perfectly on Xorg

@bschwind There is an issue about that https://github.com/bevyengine/bevy/issues/8058. Before it fixed, you can use: ```rust distributive_run_if(|state: Res>| *state == GameState::Lobby) ```

@gabydd Nope, it didn't help

@gabydd Oh, I meant to write `mytheme.toml` not `config.toml`. I'm going to edit the description.

![image](https://github.com/helix-editor/helix/assets/61053971/0f0bab47-eb3f-46ee-90fb-d9a901c48740) Yep, it's a Windows's fault, works on Linux as expected. Should I close this issue?

@LukasBanana I'm not sure if I've done it right, but I used the same approach as in the `Android` platform, e. g. creating a pbuffer EGL surface to select current...

@LukasBanana I implemented window decorations in 6dfa6df8076639982f7686cedb304869c8a0ca78. Can you check if the window is borderless now, please?

@LukasBanana I fixed a bug when the window was transparent with the OpenGL backend on Wayland in 8ddc598af05fe7bb445b1c5d16fc8973c99c01c0. Now I don't have any issues with the OpenGL backend on Wayland...

@LukasBanana Okay, I think this PR is ready to be undrafted. Some Unity checks are failing in the CI, but I don't think it's related to this PR.

> Can you make the following change to the [OpenGL/CMakeLists.txt:258](https://github.com/LukasBanana/LLGL/blob/1808c75b3eabd6f27e0da8a15cea47f4d050cf61/sources/Renderer/OpenGL/CMakeLists.txt#L258) script and see if it resolves the CI builds? > > > ``` > if(LLGL_LINUX_ENABLE_WAYLAND) > target_link_libraries(LLGL_OpenGL LLGL EGL ${OPENGL_LIBRARIES})...