Comments (4)
Apparently, the freezing issue was already fixed, but the app is still very heavy. I'm investigating this now.
EDIT: The freezing issue was #2847
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I could reproduce this:
- Run
go run examples/windowsize
- Press R to make the window resizable
, and press U to set the app to be suspended when unfocused - Make the window fullscreen
- Switch the focus back and forth
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Changing 2 to 3 at SetMaximumDrawableCount
in internal/graphicsdriver/metal
fixed the issue, but why...?
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Interestingly, this issue doesn't occur when fullscreeing by pressing F. This happens when fullscreening by pressing a green button.
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Related Issues (20)
- Kage: type inconsistencies with the min/max functions HOT 1
- Kage: DirectX function returning an array type HOT 1
- internal/ui: Window no more focused on windows+fullscreen HOT 1
- text/v2: rename `StdFace` to `GoXFace` HOT 3
- Crash when using function name as variable in shader func HOT 1
- Provide a normalized mode for Kage shaders HOT 5
- shader: Alpha value not being respected in fragment shader HOT 2
- ebiten: add `IsGamepadButtonMapped` and `IsGamepadAxisMapped` HOT 1
- Support Multiple render target (MRT) HOT 3
- example/windowsize: unstable FPS on macOS using Metal and VSYNC=false after moving mouse HOT 12
- examples/windowsize: pressing N to minimizes causes app to freeze HOT 15
- Kage: wrong types inferred for constants in webgl HOT 5
- internal/shader: assinging a constant might fail on browsers
- internal/ui: Implement `(*Monitor).Size` for mobiles
- internal/gamepaddb: split the text file for each platform HOT 4
- cmd/ebitenmobile: doesn't work correctly with Xcode 15.3 HOT 1
- image.At() crash with single thread mode after a command (Win+openGL) HOT 4
- How to implement image stroke function???
- OpenGL is too slow but OpenGL ES works very well on Raspberry Pi
- ebiten: remove `*ebiten.Image` functions that are needed for `image.Image` HOT 5
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