Comments (6)
GL textures have been fixed - currently untested but it should work fine.
from pie.
Texture update function has been fixed.
Textures as a whole need testing for both GL and D3D. 2D and Cubemap textures work fine, along with 2D updates, but Cubemap updates are untested, and 1D, 3D, and array textures are entirely untested, alongside manual mipmap uploads, which may require a slight rework of both texture creation & updates.
from pie.
Textures are now internally being reworked completely alongside extensive testing.
from pie.
Texture rework has been completed - it has passed all tests on both D3D11 and OpenGL.
from pie.
I'm going to make multisampling textures a 1.x feature instead of a 1.0 feature so I'll add it to the list of "stuff to do in the future" instead.
from pie.
For expediency, map textures will not be done in 1.0, instead it will be a 1.x feature. Fortunately, this can easily be done without any breaking changes.
from pie.
Related Issues (20)
- Indirect drawing support.
- Fullscreen support HOT 1
- Geometry, compute and tesellation shaders HOT 2
- Vulkan support HOT 1
- SDL based windowing. HOT 1
- HLSL shader support HOT 2
- Merge Pie and Pie.ShaderCompiler HOT 1
- Testing testing testing
- Avoid `GraphicsDevice.CreateOpenGL` from using `IGLContext` in its parameters. HOT 2
- Split Graphics API-specific implementations to separate projects. HOT 1
- Setup CI/CD properly HOT 2
- ID3D11Query equivalent support (for occlusion queries, etc)
- Remove/Improve `Pie.Utils`? HOT 1
- Add Various MSBuild Constants
- SDL limit FPS in Fullscreen mode HOT 35
- Update mixr to the new mixr
- Creating framebuffers with OpenGL backend causes nothing to render HOT 1
- Controller input support
- Provide linux binaries for freetype
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