Comments (2)
I probably broke it, will take a look.
from kinc.
Fixed in #40. And thanks, i didn't even know there is an android-native target until today 😅
from kinc.
Related Issues (20)
- Vulkan: Descriptor Set Cache
- Vulkan: multiple render targets broken
- D3D12 crash when hiding/showing window multiple times HOT 7
- Screen tearing / Incomplete frames when instanced rendering (Vulkan on Android device (FP3)) HOT 1
- Can't compile Krom
- Weird drawing behavior with G4onG5 with Vulkan backend HOT 1
- Flickering/Possible Sync issue when reusing index buffer on Metal
- Rendertarget defaults to magenta in Metal (but is transparent on HTML5) HOT 3
- Keyboard input not working on Endeavour OS (Arch Linux) HOT 4
- Compute for Vulkan is missing
- Option to disable features HOT 1
- Ability to use Clang to compile for Windows HOT 6
- Kinc can't use a 3d image with compute shaders HOT 1
- Empty example doesn't work on X11 + Vulkan HOT 7
- kinc_g4_texture_init_*() vulkan errors HOT 3
- Can't bind more than one image in compute shaders. HOT 12
- TextureFormat RGBA32 isn't working with compute. HOT 1
- Rendertarget samples broken with G4onG5 HOT 3
- Cross compilation from Linux to Windows HOT 4
- [Android] App crash at startup with Vulkan HOT 6
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from kinc.