<GitHub>
[solvespace] Evil-Spirit commented on issue #17: @Symbian9, I am using Windows, sorry, bro. The flags is exist, but @whitequark says what this is not compatible with the new versions of GTK we are using now. I don't know what does it means, and can't help to solve this. https://github.com/solvespace/solvespace/issues/17#issuecomment-319550154
<GitHub>
[solvespace] whitequark commented on issue #17: > But if not even the original author is interested in providing and supporting an official author-provided, downloadable and supported version for Linux, then I am not, either. ;-)... https://github.com/solvespace/solvespace/issues/17#issuecomment-319584570
<GitHub>
[solvespace] whitequark commented on issue #17: > The flags is exist, but @whitequark says what this is not compatible with the new versions of GTK we are using now. I don't know what does it means, and can't help to solve this.... https://github.com/solvespace/solvespace/issues/17#issuecomment-319586099
<GitHub>
[solvespace] Evil-Spirit commented on issue #278: @whitequark, Yes if this will work in the right way, this would be great. If this firstly checks for native support of OpenGL > 1, and if it's not presented, uses ANGLE in DirectX mode. https://github.com/solvespace/solvespace/issues/278#issuecomment-319594996
<GitHub>
[solvespace] probonopd commented on issue #17: > To clarify: I think AppImages are certainly a solution to some problems, but they do not have the same degree of portability as our macOS or Windows applications, because they still have versioning issues with system ABIs such as glibc or GTK. This means that an AppImage is not a "build once, run anywhere on the same architecture at any point in the future" deal like our Windows and macOS binaries...
<GitHub>
[solvespace] whitequark commented on issue #17: > Also, on most platforms if you develop against version n, then your binaries will not run on platform version n-x. This is not only the case for desktop Linux but also for Windows and macOS. You cannot develop on macOS 10.12 and expect your application to run on macOS 10.9 (at least not if you don't specifically compile against the 10.9 SDK).... https://github.com/solvespace/solvespace/issues/17
<GitHub>
[solvespace] probonopd commented on issue #17: > On both Windows and macOS, if you have the appropriate SDK installed and specify the corresponding flag during the build, then the resulting binary will run on the OS the SDK is for.... https://github.com/solvespace/solvespace/issues/17#issuecomment-319676698
<GitHub>
[solvespace] traverseda commented on issue #17: Perhaps removing the dependency on native-widgets entirely would be a good thing? SDL is a pretty reasonable cross-platform target, and it certainly looks like that would simplify a lot of your build stuff. Especially as the project moves on to android and emscripten.... https://github.com/solvespace/solvespace/issues/17#issuecomment-319685762
<GitHub>
[solvespace] whitequark commented on issue #17: > Single-developer projects are easier to manage, but they don't scale. It looks like you've got a bunch of people at least interested, and a few open pull-requests. Hopefully you can leverage that into something that does scale.... https://github.com/solvespace/solvespace/issues/17#issuecomment-319724608
<Guest44244>
[solvespace] whitequark commented on issue #17: I'm going to use flatbuffers, and sure, it has a similar mechanism. I am against any such conversion process, the migration to flatbuffers should be the last breaking change to the file format. If needed, just write the data twice, in the old and the new formats. https://github.com/solvespace/solvespace/issues/17#issuecomment-319768105
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