It's an implication that the driving force for the development is money. By the way, jump on the GEEZ train, that stock's gonna go through the roof!
Almost. C++0x did, but C++11 doesn't and some compilers/IDEs (e.g. VS) didn't implement full support for C++11 for years.
Ever tried rotating and scaling dozens of high-def sprites per frame in software (CPU)? Not good. Plenty of games can benefit from that ability. Besides that, you can render so many more sprites if you properly batch…
GPU_TriangleBatch() lets you submit an array of triangle vertex data. That way you can integrate with Spine, librocket, and everything else like that.
Hey, SDL_gpu dev here! :) There's actually a lot that is special about SDL_gpu, but most pertinent are: * Higher performance (it automatically collects and submits batches instead of separate draw commands for each…
It's an implication that the driving force for the development is money. By the way, jump on the GEEZ train, that stock's gonna go through the roof!
Almost. C++0x did, but C++11 doesn't and some compilers/IDEs (e.g. VS) didn't implement full support for C++11 for years.
Ever tried rotating and scaling dozens of high-def sprites per frame in software (CPU)? Not good. Plenty of games can benefit from that ability. Besides that, you can render so many more sprites if you properly batch…
GPU_TriangleBatch() lets you submit an array of triangle vertex data. That way you can integrate with Spine, librocket, and everything else like that.
Hey, SDL_gpu dev here! :) There's actually a lot that is special about SDL_gpu, but most pertinent are: * Higher performance (it automatically collects and submits batches instead of separate draw commands for each…