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License: The Unlicense
A Odin library for games
License: The Unlicense
Documentation does "offset" apply before "transform" in mesh generate functions? if yes write in documentation. Why do only some generate functions have an offset?
Instanced rendering
Maybe even some video tutorials
Create a partical libary
Create the github wiki page giving a high level overview of the libraries.
Post feedback here
TODO "draw_mesh_single_shared_instanced"
Add instanced drawing
Add support for glMultiDraw
General bug fixes
Allow multiple windows
Reciving char is nice, but could we also recive other events.
Finish gui libary
Create documentation for each function.
Add a audio library
Finish networking library
Allow optional threading for render lib. This would make the opengl context in another thread and then just pass the commands to the other thread when called from the main thread.
Currently a enum is used to determine what shader uniforms/attributes are allowed, but this makes it inconvenient for the user as they now have to edit the library to make customize. How should we do instead? I like the idea of an enum determining the allowed uniforms/attributes as this catches errors early and ensures the name is the same.
begin_texture_mode not working
Make clear distinction between OpenGL wrapper and low level interface calls. Maybe the wrapper are only there in debug to update a debug state?
Also this will have to be done to work Vulkan work well.
Make sliders and slide input for integers as this is also a commonly used.
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