drbawb / koko Goto Github PK
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License: MIT License
an infinite canvas
License: MIT License
Now that I'm back on my Mac for a minute I found an entertaining bug... as I understand it:
When swapping cold regions out I rip the texture out of VRAM and RLE it for space savings
by setting the render target to the texture and calling Renderer#read_pixel_data()
.
Then when that gets swapped back in I just call Texture#update()
.
Apparently #update()
handles the flipping, but #read_pixel_data()
doesn't. (... or possibly vice versa.) So when I swap the region back in on a system using OpenGL: that region is upside down.
Not really sure how to fix this apart from:
koko
is running on and swap in an RLE impl that reverses the row-order. (This does work, but it seems exceptionally hacky to me. Why use SDL2 exactly if I have to start writing platform specific code anyways? A declarative, efficient, and flexible JavaScript library for building user interfaces.
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