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  • Oct 03 19:43
    Norierde starred mikke89/RmlUi
  • Oct 03 18:18
    zeroxer closed #362
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    enesaltinkaya commented #307
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  • Sep 30 14:25

    mikke89 on master

    Fix the body element not always… (compare)

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    mikke89 on cleanup

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    mikke89 on master

    Add visual test for overflow cl… (compare)

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  • Sep 27 15:32

    mikke89 on master

    Fix unnecessary double promotion Remove default on switch with a… Fix undefined behavior in Strea… and 6 more (compare)

Michael R. P. Ragazzon
@mikke89
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
hi
@mikke89 nice work.!
libsdl2 can be used as render ?
thx.
and mix with video ?
Michael R. P. Ragazzon
@mikke89
@zygon.sisyphus:matrix.org Hi! Yes, SDL2 should work just fine, there is in fact already a sample for this backend. Video support you have to add yourself.
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
thx
SDl2 render depends on OpenGL?
Michael R. P. Ragazzon
@mikke89
The one in the sample does that, yes.
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
on windows/msys2 I have some issues with glew32 link, is normal ? it looks like cmake can't find the lib use glu32 not glw32
sdl2 and sfml samples can't compile with mingw64
Michael R. P. Ragazzon
@mikke89
Ugh, yeah, I've had a lot of trouble linking glew with CMake as well. What seems to be reliable for me is manually passing the paths to cmake. Eg. when calling CMake pass something like cmake <...> -DGLEW_INCLUDE_DIR=C:/msys64/mingw64/include/GL -DGLEW_LIBRARIES=C:/msys64/mingw64/lib/libglew32.dll.a
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
why it depends on GL ? why not only libsdl2?
and let libsdl take care of this
what I'm trying to do in to mix lite-xl.github.io wit rmlui and lua ( or wasm )
( + luajit )
Michael R. P. Ragazzon
@mikke89
@zygon.sisyphus:matrix.org Historically, SDL2 didn't have a way to render arbitrary geometry. However now that this is added just recently, this PR does exactly what you want: mikke89/RmlUi#252
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
THX
I think libsdl2/sfml can manage lowlevel gx api
and rmlui take care of layout / binding/ logic/...
it will help as crossplatform api
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
it will be nice to load all as one file ( like asar for electron)
rml/css/lua/resources/...
it can be an squashfs blob inside exe resource and delpoy as one static file
Michael R. P. Ragazzon
@mikke89
@zygon.sisyphus:matrix.org Appreciate the suggestion. I think abstractions such as those suggested here are better left to clients to implement themselves, or another library itself wrapping RmlUi. We try to be lightweight, and provide quite low-level abstractions that makes it easy to integrate into existing engines and frameworks. This would go against that philosophy.
zygon.sisyphus
@zygon.sisyphus:matrix.org
[m]
true, it make sense to have another layer to provide this kind of features.
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
hi. i'm integrating rmlui into my engine, and i'm seeing that RenderGeometry() is called sometimes without a CompileGeometry() being called before for that geometry. reading the documentation it seems like this should not happen, am i missing something?
that is, i'm never returning null from CompileGeometry() yet RenderGeometry() is called
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
specifically, i'm seeing that when opening the "Element Info" window in the debugger and hovering the mouse on some element, it wants to draw the red rectangle
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
hmm... looking at the code it seems this is a debugger specific thing, so i guess i can ignore it
Michael R. P. Ragazzon
@mikke89
@giulio.camuffo:matrix.org Hey. Yeah, I can see now that this may be called from the debugger. You can probably redirect it to your compile function. In any case, let us know how the integration goes or if we can help :)
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
@mikke89: i was looking at that because i have a big frame drop while inspecting items in the debugger, and indeed if i make RenderGeometry() do nothing then the fps is much better. but i'm still working on the integration, so maybe it will not be so when i'm finished
Michael R. P. Ragazzon
@mikke89
I see. Out of curiosity, what kind of engine / graphics API are you making an integration with?
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
i'm doing an homegrown engine using raw Vulkan, not using any pre-made thing
Michael R. P. Ragazzon
@mikke89
Ah, very cool! I'd love to see more Vulkan integrations, is it mostly for your own sake or do you publish the code somewhere? Perhaps you would be interested in reviewing #236 when it is ready? :)
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
for my own sake for now :)
sure, i can have a look at that, when the fig dissipates a bit ;)
anyway the fps drop seems to be solved now. i was calling map/unmap on the vertex/index buffer every time i had to add a new geometry to them and that was taking a lot of time while now i only map once and keep the pointer around. i knew already that was better and i was planning to do that but i didn't imagine the impact was so big
like from 100 to 1000 fps
Michael R. P. Ragazzon
@mikke89
Wow, that is a surprisingly huge difference, that new number sounds more reasonable indeed. Alright, awesome if you could contribute, I'll ping you when the PR is getting closer to merging. :)
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
ok!
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
@mikke89: hey, i have a question about the scissors: when EnableScissorRegion(true) is called, will a SetScissorRegion call always come immediately after it, or is it possible for it to set the scissors once, then disable them and then enable again without setting it again, meaning it should use the previous value?
also, is it possible that it calls SetScissorResion multiple times following a EnableScissorRegion(true)?
Michael R. P. Ragazzon
@mikke89
@giulio.camuffo:matrix.org We don't really make any guarantees here, but considering these lines are the only place we seem to make a call to the scissor interface, I would say that your assumptions should be reasonable. I don't see any reason for us to change this behavior, but I cannot make guarantees for the future. Maybe add some asserts just in case?
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
ok thanks!
Giulio Camuffo
@giulio.camuffo:matrix.org
[m]
any idea why in windows the samples fonts don't work? i'm getting a freetype error 8 when loading them, and it says they don't contain a unicode or apple roman character map
they work in linux
could it be the different freetype version?
i have 2.10.4 in windows and 2.11.1 in linux