From Loki Verloren to ~eliasnaur/gio
I have discovered that wayland in general is a pointless thing for most users currently due to nvidia lack of support, and so I iterated through some alternative nvidia driver versions to see if the bug had to do with the driver. Sure enough, "NVIDIA Server Driver metapackage from nvidia-driver-450-server" does not have this bug \o/ w00t! Since anyway most of the users will be running on windows which is fine (and great work eliminating the dependencies for it!), now just a note for nvidia drivers on linux to suggest for 10 series use that driver as it has no issues and there is a known issue of 460 and 4k displays and windows taller than, not sure but I can guess it's 1080.
From Loki Verloren to ~eliasnaur/gio
I have discovered that wayland in general is a pointless thing for most users currently due to nvidia lack of support, and so I iterated through some alternative nvidia driver versions to see if the bug had to do with the driver. Sure enough, "NVIDIA Server Driver metapackage from nvidia-driver-450-server" does not have this bug \o/ w00t! Since anyway most of the users will be running on windows which is fine (and great work eliminating the dependencies for it!), now just a note for nvidia drivers on linux to suggest for 10 series use that driver as it has no issues and there is a known issue of 460 and 4k displays and windows taller than, not sure but I can guess it's 1080. Sent with ProtonMail Secure Email.
From Loki Verloren to ~eliasnaur/gio
Currently the go.mod on my project refers to this build: gioui.org v0.0.0-20201229000053-33103593a1b4 and I have discovered that on Linux there seems to be some egl error occurring that seems to shut down the render loop, main trigger being to maximize the window, notably, on a 4K monitor to near 3840x2160. It also can happen sometimes just by sizing the window too tall, the vertical axis seems to be the trigger, as any amount of width doesn't seem to affect it. I tried upgrading to the latest version and it is the same. My logs show the event is triggered and thereafter the
From Loki Verloren to ~eliasnaur/gio
Some future work I have in mind entails being able to run separate processes, communicating via pipes, and I'm wondering, as I haven't looked closely, whether Ops and Events are serializable, and can be reconstituted and executed? Or is there some closures in there? I want to make a shell that composes and paints the interface, and accepts input, that can launch processes that send their UI data and read the input from the main application. Hopefully also embedding, ideally via pass-through, instead of paint and blit. Sent with ProtonMail Secure Email.
From Loki Verloren to ~eliasnaur/gio
It should be possible to take the pixels the other code is generating and put them in an image op and update the window, does the other GL library have a headless functionality? I assume the game environment captures events of interest also to the proposed Gio GUI you want to frame/overlay on it. If you can avoid the two things drawing into the same box there might be some way to make the box for the GL paint directly as it normally does and Gio just render nothing in the same place. There might be synchronisation issues with this also, but it probably would only make some screen garbage/flicker etc. idk. just thinking out loud. I have done a little work with headless rendering. I was initially going to go for a more traditional offscreen private bitmap, using the headless context, to make a scrolling view, but found I was able to skirt around doing so much blitting by running the widgets to generate dimensions, as with dimensions computing how to render the view. That's how my scrollbar
From Loki Verloren to ~eliasnaur/gio
Excellent, thankyou for the tip. Sent with ProtonMail Secure Email. ‐‐‐‐‐‐‐ Original Message ‐‐‐‐‐‐‐ On Sunday, January 10th, 2021 at 23:36, Elias Naur <mail@eliasnaur.com> wrote: > On Sun Jan 10, 2021 at 20:24, Loki Verloren wrote: > > > just updating, I got an apk file in the end, and the app doesn't run, immediately closes and pops up a process died error. > > > > So I guess I'm gonna have to work with the simulator to debug why it's not working. To be honest I'm not sure if apps with > >
From Loki Verloren to ~eliasnaur/gio
ah yes, apologies, just had to add, it built fine with the latest SDK, and NDK version 20. At least it made an apk file anyhow. Sent with ProtonMail Secure Email. ‐‐‐‐‐‐‐ Original Message ‐‐‐‐‐‐‐ On Sunday, January 10th, 2021 at 21:24, Loki Verloren <stalker.loki@protonmail.ch> wrote: > just updating, I got an apk file in the end, and the app doesn't run, immediately closes and pops up a process died error. > > So I guess I'm gonna have to work with the simulator to debug why it's not working. To be honest I'm not sure if apps with > > so many child processes are very straight forward to deploy onto android or ios devices. We have seen other, simpler apps >
From Loki Verloren to ~eliasnaur/gio
just updating, I got an apk file in the end, and the app doesn't run, immediately closes and pops up a process died error. So I guess I'm gonna have to work with the simulator to debug why it's not working. To be honest I'm not sure if apps with so many child processes are very straight forward to deploy onto android or ios devices. We have seen other, simpler apps build and run fine on android so far but I have not yet seen Pod run on one. There's so many factors in it that I couldn't even hardly speculate what the bug is. It could be the spawning of child processes, it could be the UDP4 multicast in the miner component, it could be something to do with writing files (everything writes to the system profile folder, how I set it up made things work with another app a colleague is working on, allowing it to display PDF files, generated by a pdf generator script.), it could be pprof, or something else that is loaded at the start that hasn't got proper android support. When I come to doing this task, I will just work with emulators until it even shows the unlock page. Thanks for the help guys :) Sent with ProtonMail Secure Email.
From Loki Verloren to ~eliasnaur/gio
sorry, wasn't clear. That was the version. Obviously d8 is not in version 27. I am upgrading the sdk build tools to the latest, since as I am understanding everyone, that's what is supposed to be done. Hopefully after this I get a build :/ Sent with ProtonMail Secure Email. ‐‐‐‐‐‐‐ Original Message ‐‐‐‐‐‐‐ On Sunday, January 10th, 2021 at 19:00, Loki Verloren <stalker.loki@protonmail.ch> wrote: > this is what I'm getting now, on version 29 as well as previous versions: > > gogio: exec: "C:\\Users\\loki\\AppData\\Local\\Android\\Sdk\\build-tools\\27.0.1\\d8": file does not exist
From Loki Verloren to ~eliasnaur/gio
this is what I'm getting now, on version 29 as well as previous versions: gogio: exec: "C:\\Users\\loki\\AppData\\Local\\Android\\Sdk\\build-tools\\27.0.1\\d8": file does not exist exit status 1 why is it looking for that? The installed version 27 also gave the same error. I am using NDK 20 Sent with ProtonMail Secure Email. ‐‐‐‐‐‐‐ Original Message ‐‐‐‐‐‐‐ On Sunday, January 10th, 2021 at 18:32, Loki Verloren <stalker.loki@protonmail.ch> wrote: