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Universal Windows Platform support #414
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Is this actually necessary? glloader.c doesn't attempt to do anything unless the application calls the function and all it needs for building are the header files included in |
Can't remember exactly, but when creating this fix initially (against beta 6 iirc) I think it was necessary. Let me check. Since we're at it: are there plans to implement similar upload functionality for further graphic APIs (Metal, Direct3D)? |
Sorry, I should've tested more thoroughly before submitting the PR. I tried to configure/build but got lots of errors liket this one. Looks like the default compiler configuration for this platform is more strict. You mentioned you're working on level 4 warning stuff, so I'll wait until that landed before I continue. In case you want to try out UWP/ARM64, here's how I configured it:
Thanks |
I have no plan but I'd happily accept contributions.
It's building now without warnings. What did you do? |
I've landed PR #418 raising the warning level and fixing all the warnings. Please rebase your PRs. |
Please add how to build for Windows Store to BUILDING.md. Then I'll merge this. |
I added build instructions and fixed the cpu detection when cross compiling to UWP ARM/ARM64 (so that SSE is not mistakenly enabled) |
Please fix the conflicts. They're probably because I just landed the Android build PR. |
GLUpload is disabled for UWP.
GLUpload is disabled for UWP.
GLUpload is disabled for UWP.
GLUpload is disabled for UWP.
GLUpload is disabled for UWP.
Had to make OpenGL upload functions optional to get
libktx
to build for UWP.