Comments (3)
We should also:
- Make the builder non-consuming, so you can update it in conditionals
- Maybe make the settings that are 'flags' (i.e. all the ones that default to false) not require passing in
true
?
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Extra options are added on the 0.2 branch, just need to finish making them adjustable at runtime too.
from tetra.
Finished on 0.2 branch!
from tetra.
Related Issues (20)
- crash with "Segmentation fault: 11" message when multiple gamepads connected. HOT 13
- Improve performance docs
- Include inner error when printing `TetraError::PlatformError` HOT 1
- Switch to SDL_GameControllerRumble for gamepad rumble
- Setting the swap interval at startup fails on some platforms HOT 4
- Input monitoring permissions are requested on MacOS Big Sur HOT 5
- Tetra fails to build with edition = "2021" or resolver = "2" HOT 2
- Tetra 0.7 HOT 4
- Add an option to generate premultiplied font atlases HOT 3
- The moethods Shader::from_vertex_string and Shader::from_fragment_string won't build
- tetra on Windows selects an integrated GPU when a discrete GPU is available HOT 1
- Mesh non deterministic glitch HOT 2
- Integrate ImGui (imgui-rs) into Tetra as a early GUI solution
- "static-link" doesn't work for "sdl2 0.35.2" on OSX
- Instancing using instanced vertex attributes HOT 3
- Pass DrawParams as a reference to the Texture's draw method
- Window is always fullscreen on Windows HOT 2
- Play sounds has a chance to cause an error on 0.8 HOT 1
- add alignment option for text HOT 2
- Drawing many Text instances severely degrades performance on macOS HOT 4
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