Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Feature] Add custom build flags (like custom OpenGL version...) #169

Closed
3 tasks done
MrScautHD opened this issue Jul 22, 2023 · 15 comments
Closed
3 tasks done

[Feature] Add custom build flags (like custom OpenGL version...) #169

MrScautHD opened this issue Jul 22, 2023 · 15 comments
Labels
enhancement New feature or request out of scope This will not be worked on

Comments

@MrScautHD
Copy link
Contributor

MrScautHD commented Jul 22, 2023

Before submitting a new issue, please verify and check:

  • The issue is specific to Raylib-cs and not raylib
  • I checked there is no similar issue already reported
  • My code has no errors or misuse of Raylib-cs

Issue description

I would love to see this feature in Raylib-cs, then we would have ANGLE support and it would possible to run a new or older version of OpenGL.

public static void SetOpenGLVersion(GlVersion version) {
      // Impliment it here
      // I would suggest doing a variable in the build that can be changed with code, so we can switch the Raylib.dll with the right OpenGL version.
}

Environment

OpenGL

@MrScautHD MrScautHD changed the title [Feature] Introduce dynamic OpenGL version support [Feature] Add dynamic OpenGL version support Jul 22, 2023
@chrisdill
Copy link
Owner

Would require modifying raylib as currently opengl versions are selected with compile flags. Though we are considering custom builds in #118 so this could maybe be looked at with that.

@MrScautHD
Copy link
Contributor Author

Would require modifying raylib as currently opengl versions are selected with compile flags. Though we are considering custom builds in #118 so this could maybe be looked at with that.

so is that already planned?

@chrisdill
Copy link
Owner

Nothing specifically planned at the moment.

@chrisdill chrisdill added the enhancement New feature or request label Jul 22, 2023
@MrScautHD
Copy link
Contributor Author

MrScautHD commented Jul 22, 2023

Nothing specifically planned at the moment.

So would that easy?
I mean we could just switch the dll or not?
Or do you have anything diffrent planned...

@chrisdill
Copy link
Owner

Some changes might only involve changing flags. However selecting the opengl version at runtime means modifying raylib to support this which means making a fork and keeping it in sync with raylib.

@MrScautHD
Copy link
Contributor Author

well, doing just 5 .dll files would work fine too or? every with a diffrent GL version.

@chrisdill
Copy link
Owner

That would not work because there are 6 different opengl configs for raylib. With 5 platform folders in runtimes that would be 30 different libraries greatly increasing the size of the nuget package and complexity of library loading. At that point it is better for users to build a custom version of raylib instead.

@MrScautHD
Copy link
Contributor Author

That would not work because there are 6 different opengl configs for raylib. With 5 platform folders in runtimes that would be 30 different libraries greatly increasing the size of the nuget package and complexity of library loading. At that point it is better for users to build a custom version of raylib instead.

oh well

@MrScautHD MrScautHD changed the title [Feature] Add dynamic OpenGL version support [Feature] Add custom build flags (like custom OpenGL version...) Aug 5, 2023
@MrScautHD
Copy link
Contributor Author

So... How you want ro implement it?

@9ParsonsB
Copy link
Collaborator

@MrScautHD Have a look at the SQLite, SQLitePCL, & SQLitePCLRaw Nuget Packages

@MrScautHD
Copy link
Contributor Author

sad :/

@MrScautHD
Copy link
Contributor Author

so it is not comming with the Build system?

@chrisdill chrisdill reopened this Oct 29, 2023
@chrisdill
Copy link
Owner

The local build is to try and make it easier to customize raylib but by default won't include the change to set it at runtime as it is requires a lot of changes to rlgl. The local build should allow changing it at compile time though.

@MrScautHD
Copy link
Contributor Author

No, Just the example above was the first idea it should just possible to set it before running it

@MrScautHD
Copy link
Contributor Author

But fine the pull reuquest is still open so it is coming :)

Btw when next nuget update 😅

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
enhancement New feature or request out of scope This will not be worked on
Projects
None yet
Development

No branches or pull requests

3 participants