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main.c shouldn't be created from Main.hx, that usually doesn't make a lot of sense. main.c should instead call kore() - the actual C/C++ main function isi always in the backend (in System.cpp for most backends).

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Kha will add none of that, it is fully focused on being a low level platform abstraction layer. I see no value in forcing/standardizing a single approach for any of it, I'd much rather see an ecosystem of libraries implementing different approaches. Currently there's a nice textfield lib (https://github.com/tienery/KhaTextBox), two gui libs (haxeui and zui), a big ass 3D engine (Armory3D) plus another one on my todo list (heaps).

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Ah, was a bug, it's fixed.

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Hey, no worries, that's the life of every graphics programmer.

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Extension downloads were not working in open source vscode builds for me last time I tried, that's why I deactivated the ui for that - but you can use them by manually putting them in the extension dir.

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Is there anything but the extensions ui which is not working in Kode for you? Because that would likely be an accident.

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Oh, that's nice. There was a video stream where I added the Pi target, it's on youtube: https://www.youtube.com/watch?v=U6pKy0IWN6c and https://www.youtube.com/watch?v=MkCsyq5gycU
3DS should implement the Graphics3 interface. I'll help with any problems you run into.

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That already happens automatically, all shaders and assets are always listed but actual export is skipped depending on the change date. Maybe the date check fails for some reason. What is your actual build time? What OS are you on?

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The server was upgraded and for some reason the redis database backing this forum didn't save its data to the disk. We lost about two months. Very sorry about this, if any questions remained unanswered, please post them again.

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Do something ala

g = someotherbuffer.g2;
g.begin();
g.pipeline = pipeline1;
Scaler.scale(backbuffer, framebuffer, System.screenRotation);
g.end();

g = framebuffer.g2;
g.begin();
g.pipeline = pipeline2;
Scaler.scale(someotherbuffer, framebuffer, System.screenRotation);
g.end();

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