I'm getting a little frustrated with BGFX. I have a basic set of blit shaders wired up in MAME and on my Windows 7 box at least, only the D3D11 backend works. OpenGL crashes. Vulkan and D3D9 display nothing. Isn't the point of a rendering abstraction library to avoid this crap?
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Personally, I couldn't give a damn less about GLES targets at the moment, but in a perfect world we'll eventually be able to ship official MAME builds on mobile and RPi, to hopefully chip away at the number of users using a trash port of a 15-year-old version of MAME.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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I'd suggest to use whatever is the official rendering API for that particular OS was/is. For Vista/Windows 7, it's D3D11 w/ feature level 10, on OS X there is no silver bullet, the official API is Metal now, so if you want to support older macs you can try a limited subset of GL2
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For GLES devices, only core GLES 2 is sane, aside from fake Chinese phones with completely broken drivers for which you can only use software rendering, and for Windows 10 I'd still suggest D3D11: https://twitter.com/redgpus/status/1183811786866413571 …
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