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4

It depends GLFW is just a wrapper around the Windows API calls, so whether you create a window using GLFW or create one using the API, the same calls are ultimately being made. However, a wrapper such as GLFW can be expected to be robust, to do error-checking, to select optimal formats, and so on, which you may not do if you just wrote the code yourself. ...


2

I've created a solution to this myself. It's called JoyShockLibrary, and reads from DualShock 4, Switch Pro Controller, and Joy-Cons. It's open source, MIT license, and works well, although Bluetooth support for the DS4 was only added recently and is still improving. It's used in JoyShockMapper, which is an input-mapping tool, and JoyShockOverlay, which isn'...


2

We have a framework shared among our various projects which we have as a git repository. Each project has its own git repository, and references the framework repository as a submodule. This doesn’t automatically update the different projects, but does make it easier to share code between projects in general. If you want to avoid using git submodules, you ...


2

I figured out the issue. Before returning, SetFullscreenState sends a WM_MOVE then a WM_SIZE to the event loop. I was only paying attention to the WM_SIZE, which never got called because my version of WM_MOVE blocked.


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From looking at the changelog for 3.20 and 3.21: 12-22-2001, for source release under GPL licensing: Tweaked linux/Makefile for easier build added linux/README-3.21-RELEASE 3.21 Changes: Support for GL_ARB_multitexture added. This supports the new multitexture extensions and deprecates GL_SGIS_multitexture. Linux OpenGL X11 handling completely ...


1

Someone on the SFML forums helped me. It looks like I do just have to download the project on a Mac machine and attempt to compile it until it builds. If I were attempting to release it for Linux, I could have used a crosscompiler in visual studio.


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After some searching I found this: I my header I changed the includes to this: #include "DesktopPlatform/Public/IDesktopPlatform.h" #include "DesktopPlatform/Public/DesktopPlatformModule.h" In the cpp: IDesktopPlatform* fpl = FDesktopPlatformModule::Get(); fpl->OpenFileDialog(0, dialogName, defaultPath, defaultFile, fileTypes, ...


1

I did not find a solution, but I found a workaround: In the Unity website, click "Add to My Assets"; Go to the Unity editor; Open the Asset Store window; Click my initials (at the top-right corner; for me they are ES); Click "My Assets"; Find the desired asset, click Download and then click Import. I still do not understand why clicking "Open in Unity" in ...


1

I think that for some reason windows doesn't know what application to open the package with. You should open unity and go to Assets -> Import package -> Custom package and just open the file.


1

The only reason this would conceivably not be enabled-by-default is because the swapchain image format has specific requirements for flip model. You may not do MSAA resolve as part of the buffer swap, you must also adhere to the desktop's colorspace. It is a performance enhancement for rendering in windowed mode that allows you to draw directly into the DWM'...


1

There’s a lot going on in your question here, but if I’m understanding correctly, the problem you want solved is just that the On Value Changes event can’t find the LoadScene method on LoadingScreenManager. If that’s the case, my guess is that the problem is that the method is static. Try changing public static void LoadScene To this public void ...


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