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Some nice updates over the weekend for sokol_app.h on Windows (TL;DR: D3D11/DXGI swapchain resizing during window resizing is enabled now, and a presentation-mode fix for Win10+ when vsync is disabled). Details in the changelog: github.com/floooh/sokol/blob/master/CHANGELOG.md
Small update for sokol-gfx: it's now allowed to initialize the content of images and buffers that have copy_dst usage with CPU-side data (this was an accidential leftover in the validation layer from the old resource update API): github.com/floooh/sokol/blob/master/CHANGELOG.md
> but I wish there was a middle ground between it and VK There's WebGPU (probably the best option for teaching), D3D11 and Metal. And (shameless plug): sokol-gfx tries to find a balance between simplicity and modern 3D APIs: floooh/sokol Demos with links to C source and shader code: WebGL2 backend: floooh.github.io WebGPU backend (has a couple more demos which use features not available on GLES3.0/WebGL2, like compute shaders): floooh.github.io
New sokol_gfx.h update: copy data between image objects (next step in the new resource update API), some minor breaking API cleanup, and a couple of fixed bugs from recent updates. Changelog: github.com/floooh/sokol/blob/master/CHANGELOG.md New sample: floooh.github.io
New sokol_gfx.h feature: fragment shaders can now write into storage buffers (previously writing to storage resources was only allowed in compute passes). Changelog item: github.com/floooh/sokol/blob/master/CHANGELOG.md New sample (needs WebGPU): floooh.github.io
Just learned about this crazy-ass browser MMO using Sokol for rendering: slopa.io Some more details: sokol#1618