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@TheMrPoseidon
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In order to work properly on mac I've changed the build system to cmake. Additionally, I've fixed two minor problems a) memory leak in WindowsRenderer that increase the memeroy usage over time and b) fixed the output of distance and best values.

@mandar1jn
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@TheMrPoseidon why did you change SDL2/sdl to just sdl? I think the first one is used in case sdl(1) is also installed

@TheMrPoseidon
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@TheMrPoseidon why did you change SDL2/sdl to just sdl? I think the first one is used in case sdl(1) is also installed

I'm not a pro in how cross plattform development should be done with sdl2, but as far as I know on unix system (linux and mac) you should use sdl2/sdl.h, but for windows and as for emscripten if I remember correctly you should use the include without the namespace upfront. Hope this answers your question, if not I'm happy to test my code (It's been a while) and come back to you.

@TheMrPoseidon
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@mandar1jn Forget what I said, the change from #include <SDL2/SDL.h> to #include <SDL.h> was done to work with the SDL2 cmake scripts.

@TheMrPoseidon TheMrPoseidon deleted the branch PolyMarsDev:master December 26, 2021 16:00
@TheMrPoseidon TheMrPoseidon deleted the master branch December 26, 2021 16:00
@TheMrPoseidon TheMrPoseidon restored the master branch December 26, 2021 16:03
@TheMrPoseidon TheMrPoseidon reopened this Jun 23, 2022
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2 participants