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Add 'Unsafe textures' feature #683
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@tanis2000 you said in the other issue you would be up to test this feature, would you mind giving me feedback on this? |
@Cobrand sure. I'm in the middle of moving. I'll have a look at this later this week. Hold tight! :) |
Take your time! Just wanted to make sure you saw it ;)
…On Jul 24, 2017, 00:09, at 00:09, Valerio Santinelli ***@***.***> wrote:
@Cobrand sure. I'm in the middle of moving. I'll have a look at this
later this week. Hold tight! :)
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#683 (comment)
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@icefoxen I think that feature may interest you as well for ggez, I saw that you were reluctant to bump ggez's sdl2 dep to 0.30, probably because of the changes with lifetimes and textures made in #632. I think that pull request is a fair tradeoff for those who don't want to have headaches with lifetimes, at the price of optional manual destruction of the textures. Would you mind trying it and telling me what you think of it? |
Thanks, good to know! Though, uh, ggez doesn't actually use sdl2 for drawing currently. So the lack of a 0.30 bump was a combination of "we don't need it" and "I don't want to figure out how to deal with it" more than anything else. I'll noodle around with this and see how it works though, sure! |
I am aware that a lot of people are using sdl2 as a unified backend and use directly OpenGL behind it. That is fine as well! I just want to make sure no one is left behind because of a feature that might be too limiting for some people. |
It looks like it's working fine for my use case. Here's the branch of my own project using this PR: https://github.com/tanis2000/minigame-rust/tree/unsafe-textures I still have to run some thorough tests to make sure that I'm not leaking or losing stuff around but it definitely made the code easier to work with due to less lifetimes to take care of so far :) |
Glad it worked! Did you find the new documentation clear enough for this feature? |
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cc @tanis2000
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