- Sep 08, 2023
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Niklas Haas authored
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- Apr 24, 2023
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Kacper Michajłow authored
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- Oct 24, 2021
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Niklas Haas authored
I have no idea why I had such a complicated mess instead of this way of doing it, which seems vastly simpler, and works by simply installing it into the correct path to begin with. I think it was because, in some distant past, I installed the entire headers subdir, and therefore could not have a stray config.h.in or meson.build inside there. Or something. My memory is hazy. Anyway, simplify the whole config.h build thing.
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- Apr 21, 2021
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Over the past few years, the use case of `pl_context` has increasingly shrinked, finally dwindling to "nothing other than logging" with the introduction of thread safety (and thus the loss of the "thread safety guard") As such, this being called `pl_context` is really unnecessarily confusing. It's just a glorified logging subsystem. Rename it, and make it optional in the process. Also introduce a typedef to make the new name shorter, as part of a new convention that I will be switching to moving forwards. This technically breaks the auto-cleanup behaviour of `pl_shader` and `pl_filter` but I really don't think those were all that useful or justified, and I don't think anybody relied on it.
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- Apr 06, 2021
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Niklas Haas authored
Instead of compiling all variants of all demos, load the best backend at runtime. Also split off the nuklear implementation into a separate library to avoid excessively recompiling it, something that should have been done ages ago. This is technically a functionality downgrade, since it doesn't allow users to choose which backend to use (Vulkan or OpenGL), instead always picking the "best" backend. But that's mostly interesting for developers, not users, I think. I'll probably implement some mechanism for making that selection at runtime, when I actually need it. As an aside, I also renamed 'image' to 'sdlimage' since I think the name fits better - the only reason I didn't in the past was to avoid confusion with the suffix.
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Niklas Haas authored
No reason for this confusing `demo_context()` anyway, just pick a suitable verbosity level for each demo. In particular, `plplay` was way too spammy.
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- Mar 17, 2021
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Niklas Haas authored
Major refactor of the demos/ directory, accomplishing a number of goals: 1. Allowing easy switching between OpenGL and Vulkan variants. 2. Supporting both GLFW and SDL2, chosen at compile time. The window management itself was made entirely modular for this purpose. 3. Refactor all of the demo programs atop these new abstractions. 4. Building them correctly and automatically (via meson). I also plan on factoring out the nuklear code to its own helper, but I avoided making that part of the same commit to prevent it from blowing up any further.
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