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@MarchingCube I am pushing a version that uses Clang 10 right now... v2.80.0-pr.1286.3
Both for Win32 and Linux
@Gillibald You were using clang 10? Did you notice anything?
@Gillibald rather... not sure what happened to that link
Can't really tell if there was a difference. I don't expect anything to change much.
@mattleibow does Skia(Sharp) support a form of dirty rect invalidation? I have a large canvas and on an update i don't want to redraw every element on it, just a region where the update happens. very much like the new icon btw ;-)
In my scenario for an SKCanvasView, clipping is quicker than a full canvas redraw most of the time. However, it can end up being slower if you have enough dirty rects that cover enough area (even if they don't cover the whole canvas). Perhaps SKGLView clipping is faster though.
II read the notes - just want to clarify that the final app file size is or isnt affected……?
not at all, pure packaging semantics
Cant see the value if it’s just faster to download - the issues that can come up with added complexity arent worth the one-time convenience.
and this is really a one-time thing. like, the very first time ever.
I’ve worked with a lot of projects that added complexity for what seemed like a good idea at the time, but required radical refactoring or full rewrite in a couple of years because it just became too difficult to keep moving forward. Can’t see the convenience value - unless it affected app file size/download speeds.
Thats my 2 cents worth (or 2 of your local smallest currency coin)
Yeah, the download size doesn't matter that much to me at least
Currently native assets are broken for. Net Framework builds when AnyCpu is used. If we could specify the assets explicitly there would be no issue. Also custom builds just require a package reference. Currently we have exclude native assets from the main package.
Hi folks, not sure if it was someone here or on Twitter that said they didn't like the fact a dotnet publish put all the native runtimes in the output folder of the apps... For example a dotnet publish for a netcoreapp3.0 will put tizen and ios I was thinking if you had any opinions or actual use cases, then just drop a comment here: https://github.com/mono/mono/SkiaSharp#1301
Seems my slack-to-gitter bot is not getting it right again
Paul den Dulk
@mattleibow_twitter hi there! I can't find a way to cap the frame rate of a SkiaSharp SKGLView. Is this possible at all?
We are adding more animations and would like to cap the frame rate to reduce the power consumption, especially for mobile this can be important.
What platform is this? Android? iOS should be good because it uses the display link. Last I checked, android was free running :disappointed:
Right now, once way is to use a timer.
I need to have a look at how you are supposed to implement this.
@pauldendulk what we do is to set the SKGLView to only redraw when dirty. And have a controller which invalidates the view while the "rendering" we are doing on it claims it is dirty or when it fires an event when it needs a redraw
Paul den Dulk
@mattleibow@Cheesebaron We will use it for all platforms. We now have a solution where use a timer to invalidate the canvas. It works okay. Not sure how it affects the smoothness of the animation. A simpler solution would be to invalidate the canvas within the render loop while the animation lasts. In that case I would like to cap the frames per second. I was expecting something like that was present, but if it is not it is not a big issue for us.
Paul den Dulk
I would be interested to know how this is implemented in game components. I could calculate the time left until the next frame should start and pause for that duration in the renderloop. Would that be a smart solution? How to pause? Use Thread.Sleep? What would be the best option performance wise?
@mattleibow_twitter@mattleibow is there some nuget feed where I can get SkRuntimeEffect binaries?
Coming really soon. Just getting CI finished. For some arb reason it failed, but a retry should do it