If the screen quad render is still using the main vertex buffer that'd pretty much Game Over it.Graf Zahl wrote:Correct. But I have started work on it, the 2D part should be done. But at the moment the main vertex buffer that's being created will not work on a core profile and that may just be reason enough for failure.
I've updated the pull request with a few more fixes I noticed when testing on my Mac. In details:
- Changed the macOS target to query Cocoa for the window client size. Made it never return zero because the Windows target always has a known window geometry and it seemed simpler to make sure that always remained true than add if statements elsewhere.
- Made the window resizable on macOS because the new shared viewport code can handle this situation.
- Fixed an issue where Begin2D would be called before SetOutputViewport had been called.
- Clear the render buffers before first use. This may be the cause of the 'black screen' because blend operations might not like garbage input when drawing 2D.
- Added a check if invalid screen dimensions are requested to error out early rather than generating GL errors or invalid frame buffer messages.