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6b4c696b31
Before this fix, setting uniform variables could be skipped when the values were the same. This caused some issues when a number of drawing commands were much small than usual (e.g. SetScreenClearedEveryFrame with false). This change fixes this by not doing such optimization. Unfortunately it was impossible to create a minimum reproducible unit test since we cannot test the final screen framebuffer's states so far. Closes #2517 |
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directx | ||
metal | ||
opengl | ||
blend.go | ||
graphics.go |