►
From YouTube: Silk.NET Community Meeting & API Review
Description
EDIT: Delayed to Jan 7 at the same time.
Join the Silk.NET team on 7 Jan 19:00 UTC for a community meeting as they discuss & review designs for a complete rewrite! Have you used Silk .NET or a similar library, or interested in .NET graphics/compute? Tune into this stream and give the team your thoughts!
Timestamps to be added
Proposals/Discussions:
https://github.com/dotnet/Silk.NET/pull/1145
https://github.com/dotnet/Silk.NET/pull/748
https://github.com/dotnet/Silk.NET/issues/1169
GitHub: https://github.com/dotnet/Silk.NET
Discord: https://discord.gg/DTHHXRt
A
A
A
A
A
A
B
Hello,
everyone
so
welcome
to
the
community
meeting.
For
those
who
don't
know,
we
have
two
streams
on
the.net
Foundation
channel.
There's
this
one,
which
we
do
well
fairly,
rarely
to
be
honest
where
we
review
Community
API,
Community,
API
proposals,
as
well
as
just
general
project
discussions
that
are
more
like
a
big
picture
so
like
setting
the
standards
setting
what
we
decided,
we're
essentially
deciding
on
best
prank.
This
is
and
the
future
development
of
salt.net.
B
So
last
time
we
did
a
community
meeting,
it
was
focused
entirely
on
the
complete
rewrite.
I
think
the
description
might
still
say
that
we're
not
focusing
on
that
today.
So
apologies,
that's
probably
for
from
the
previous
stream,
but
today
we'll
be
discussing
some
improvements.
That's
slated
for
the
next
update
of
silk.net,
so
it
it
will
be
a
shorter
meeting
than
the
last
one.
The
last
one
did
go
on
for
quite
a
bit
so
yeah.
B
This
is
also
your
opportunity
to
ask
us
anything
about
the
project,
not
necessarily
just
about
the
apis
we're
reviewing
today
or
the
proposals
that
we're
reviewing.
Please
ask
us
anything
in
the
YouTube
channel.
The
Discord
chat
I
have
both
up
and
the
other
maintainers
do
as
well.
B
So
yeah,
hello,
everyone,
my
fellow
peers.
How
are
you
all
doing.
B
C
D
C
A
C
D
Yeah
I
have
working
group
tasks
so
I'm
assuming
that's
it.
B
B
Where
do
they
live
in
the
project
from
right,
so
we
got
two.
We
got
an
action
on
us.
I
have
no
idea
what
that
is,
as
it's
got.
No
details
on
it.
Just
remembered:
I
need
to
zoom
in
and
reword
a
proposal
which
I
think
is
still
sitting
with
a
Kai
from
the
last
one,
but
obviously
maintain
your
effort
permitted.
B
B
We
want
to
discuss
some
best
practices
around
that
we've
got
one.
That's
come
from
the
community
about
chain
polymorphism.
B
So
that's
a
Vulcan
specific
referring
to
the
Vulcan
structure,
chainings
that
a
community
contributor
added
in
previous
updates
and
expanded
that
to
be
a
bit
easier
to
use
and
then
finally,
this
one's
primarily
for
Kai
is
the
math
struck,
struck
representing
an
angle
to
try
and
make
angle,
conversions
and
black
Jazz
easier
with,
except
on
that
maths,
so
well,
yeah,
I!
Guess:
let's
go
in
a
chronological
order,
so
starting
with
the
project
template
so
Thomas.
E
B
D
E
Sorry
so
the
project
templates,
we
basically
have
two
primary
things
that
we
need
to
talk
about.
Let
me
just
quickly
pull
them
out
of
my,
so
there
are
two
things
that
we
left
to
discuss
after
the
VR
was
reviewed
and
they're,
not
very
big,
so
we're
going
to
go
over
them
fairly
quickly.
The
first
one
is
whether
the
window
has
to
the
window
should
come
with
the
preferred
depth
and
stencil
bits
set
on
the
window.
E
So
we
decided
that
it
would
be
better
if
it
did
come
with
predefined
values,
because
sometimes
the
otherwise
the
the
driver
will
choose
some
values
and
it
can
be
inconsistent
Behavior
between
different
machines,
and
that
might
also
mean
that
a
sometimes
it
might
straight
up
just
like
not
work
with
some
machines.
If
you
don't
set
those
values
like
it
has
happiness
list
to
me
with
some
crappy
drivers,
what
we
did
not
agree
was
what
should
those
values
be?
E
The
other
issue
we
have
to
discuss
is
whether
we're
going
to
use
like
pure
opengl
handles
or,
if
we're
going
to
use
the
strong
type
of
traction
classes
like
buffer
object
and
vertex
array
object.
If
you
go
to
the
tutorials
on
basic
docs
that
we
have
on
the
repo
and
on
the
examples
you're
going
to
see
that
1.3
shows
abstractions
the
up
tutorial
number
three:
has
these
classes,
which
you
can
use
if
you
like
them,
to
make
a
opengl
a
bit
easier
to
use?
B
Yeah
I
mean
I
do
want
to
encourage
the
use
of
the
strongly
typed
handles
as
much
as
possible.
However,
I
know
there
are
some
usability
issues
with
it
at
the
moment,
like
I
I
thought
that
was
originally
an
implicit
cast
from
a
strongly
typed
handle
to
a
uint.
There
apparently
isn't
so
that
that
sort
of
stands
in
the
way
of
people
integrating
that
into
their
applications.
D
B
D
E
To
me
personally,
I've
never
used
these
types
of
abstractions
I,
just
never
liked
them
very
much.
When
I
started
making
creepy
GL
at
first,
it
was
really
just
making
a
set
of
abstractions
like
that,
but
as
I
developed,
more
and
more
of
the
library
I
realized
that
they
just
weren't
as
much
value
to
me.
On
the
other
hand,
I
think
we
should
not
consider
as
much
a
how
much
value
the
abstractions
themselves
provide
as
much
as
what
are
people
expecting
from
a
template.
E
That
brings
them
a
basic
opengl
Triumph
like
do
they
want
something
more,
do
they
just
want
to
see
that
opengl
is
actually
working
and
you
that
it's
actually
rendering
and
trying
on
the
screen
like?
Why
would
you
want
a
template?
That
brings
you
an
opengl
triangle,
instead
of
just
the
pure
openglm,
with
blank
window.
D
Yes,
that
makes
sense
instead
running
a
template
for
that.
D
D
It
depends
who
want
the
templates
to
be
whether
it
should
be
just
general
for
anyone
who
has
never
used
opengl
or
for
someone
who
has
used
opengl
before
and
wants
a
good
and
wants
to
get
kick
started
with
silk,
specifically
I
guess
that
would
depend
I,
guess
that
would
change
what
make
more
sense
here.
E
So
that's
another
solution.
We
can
also
just
ship
both
like
we
can
have
windowing
with
opengl
and
another
one
as
we
know
we're
going
to
opengl
abstractions.
So
if
you
want
just
pure
opengl,
you
can
have,
you
can
have
the
pure
opengl
one
you
just
normally
use
handles,
and
if
you
want
the
abstractions,
you
can
also
get
those.
B
E
All
right,
then,
I
think
we
should
go
back
to
discussing
what
I
just
said
about
what
are
people
expecting
from
a
template
of
this
type
18
that
they
did
do
they
want
something
more
like
something
to
start
building
on,
because
if
you
just
get
the
basic
free
basic
triangle
like
that,
that's
not
much
you're,
probably
going
to
delete
that
and
start
adding
something
else.
So
why
would
you
want
a
triangle
other
than
the
just
see
that
it's
working
and
I
think
that
this
is
a
good
moment
for
other
people?
B
Yeah
I
mean
from
a
high
level
C
sharp
perspective.
I
will
naturally
prefer
the
abstractions
but
yeah
it
does
come
back
to
what
we're
expecting
these.
These
strongly
typed
handles
are
very
new
and
they
there
aren't
a
lot
of
Bindings
that
expose
them.
In
fact,
I
think
the
only
other
ones
are
well
I.
B
Don't
know
like
this,
including
us,
there's
three
Bindings
that
expose
these
strongly
typed
handles
because
they
are
just
so
new,
so
so
it
would
be
less
akin
to
C,
but
then
again,
I
I
thought
thought:
silk
done
it,
something
that
has
always
tried
to
go
above.
B
What
see
like
we're,
not
trying
to
be
an
exact
one-to-one
wow
we're
trying
to
be
one-to-one
with
Native,
but
not
necessarily
when
it
comes
to
all
the
intricacies
of
how
you
pass
data
around,
and
all
of
that
we
do
try
to
make
our
bindings
smooth
and
silky,
as
well
as
being
comparatively
and
relatively
easy
to
understand
when
paired
with
their
native
counterparts.
B
So
it
does
what
sort
of
make
me
lean
towards
the
it
towards
the
strong
attack
handle,
probably
because
they
are
strongly
typed
and
we're
using
a
strongly
type
of
language.
You
know
you
might
as
well
it's
it's
a
silkier
element
of
our
bindings.
However,
you
are
absolutely
right
in
that.
It's
it's
something
different
and
I
think
even
some
of
our
overloads,
like
the
the
create
buffer
function,
for
example,
I,
think
that
will
return
a
uint
and
not
a
strongly
typed
handle,
so
it
it
yeah.
B
It
does
make
it
clunkier
to
use
I,
don't
know.
I
can
I
can
lean
either
way,
I
feel
like
if
we.
If,
if
we
as
a
working
group,
decide
we
we
completely
hate
them,
then
we
should
just
well
not
remove
them,
because
obviously
that
will
be
breaking
but
deprecate
them
and
call
it
a
day.
B
But
we
I
think
in
this
meeting.
We
do
need
to
decide
how
we
feel
about
them
and
whether
to
whether
I
use
would
expect
that
or
want
that.
In
an
example.
D
Opengl
tutorial,
you
should
look
at
open
till
tutorials,
1.3
abstractions.
You
can
see
that
it
creates
its
own
abstractions
wrapping
around
the
you
end
with
more
functions
like
set
uniform
and
such
and
that's
generally,
how
a
lot
of
people
write
opengl
code
in
a
more
strongly
typed
language.
Is
they
have
things
wrapping
on
top
of
the
units
to
add
functions,
to
class
like
set
like
a
set
data
or
set
sub
data
on
a
buffer?
D
That's
generally,
how
people
will
abstract
over
isn't
C,
sharp
and
I
believe
last
time,
I
used
these
strongly
typed
handles
I,
don't
think
there
is
actually
functions
on
the
handles.
E
E
Just
what
they
was
about
to
race
like?
Are
we
talking
about
adding
abstractions
sort
of
like
what
the
tutorials
have
or
are
we
talking
about
like
a
seal.net?
That
opengl
currently
has
some
a
sort
of
I
want
to
call
an
abstractions
because
I'm
looking
like
at
the
compilation
of
the
buffer
extract
and
it's
basically
just
struct
buffer
public
wind
handle
and
it's
just
yeah.
D
I
didn't
strongly
typed
handles
well
I.
E
Think
if
he
doesn't
have
any
any
any
methods
or
anything,
it's
just
a
rubber
around
an
interview.
C
Yeah,
so
it's
like
I
I
think
it's
similar
to
what
Vulcan
does
and
so
I
think
we
should
keep
them
in
general,
because
I
think
what
do
you
know
like
handles.
A
C
Work
extremely
well
with
how
Pokemon
works
I
really
like
that,
because,
like
I,
have
a
project
where
I
use
both
and
so
I
think
it's
still
useful,
so
I,
don't
really
think
removing
your
duplicating
makes
much
sense.
Adding
functions
to
them
is
very
difficult.
It's
part
of
what
is
slash,
must
plan
for
3.0,
so
I,
don't
think
that'll
happen
like
soonish,
if
no
one
like
wants
to
put
in
a
bunch
of
time
so
but
I
don't
think
deprecating
them
is
either.
C
Regarding
the
actual
question
about
the
tutorial,
I
think
we
should
just
make
it
like
minimal.
So,
just
like
a
triangle
should
be
fine.
I
agree
that
most
people
will
just
delete
whatever's
in
there,
but
this
kind
of
follows
the
same
style
that
the
rest
of
the
templates
worked
like
so
for
winiforms
you
get
like
a
basic
window
with
like
one
component
in
it.
C
C
I
think
many
workloads
are
around
built
like
around
using
like.net
watch,
for
example,
which
will
automatically
rebuild
the
product,
so
I
I
think
that's
that's
very
nice
and
works
very
well,
so
I
think
just
put
in
a
triangle:
you
do
you
like
do.net
new
opengl,
you
dot
net
watch.
It
opens
a
window
with
a
triangle.
You
start
modifying
the
code
and
everything
is
just
happening
as
you
type
I
think
that's
very
nice.
E
Sorry
I
got
a
bit
mixed
up
in
there.
So
I
agree
with
the
part
that
we
should
at
least
keep
the
abstractions
like.
If
we
already
have
them,
I,
don't
see
everything
like
to
remove
them
or
deprecate
them
like
they're,
not
something
that
we
need
to
maintain
they're,
just
dummy
codes
in
there
that
at
least
for
if
multiple
people
are
using
silk,
then
they
can
easily
more
easily
make
their
code
interoperate
without
having
to
convert
between
different
types
that
are
just
rubbers
around
the
integers,
so
at
least
leaving
them.
C
So,
regarding
the
tutorial
or
like
the
template,
sorry
I
think
we
should
just
make
like
a
very
basic
like
triangle,
so
I'm
not
sure
what
what
else
you'd
want
to
do,
but
I
think
having
the
bit
of
like
boilerplating
code
in
there.
That
like
draws
a
triangle
that
you
will
likely
delete
as
a
user
is
still
good
just
to
show
that
it
works.
Yeah.
B
Yeah,
so
we
do,
we
do
have
that
it's
just
whether
that
code
should
use
the
strongly
typed
handles
or
not
because
yeah,
the
the
exact
the
template
at
the
moment
is
the
silk.
It
is
AGL
triangle,
that's
all.
It
is.
C
Yeah
right
so
I
think
that's
good
and
I
I
don't
have
a
preference
on
on
stronger
type
versus
you
in
the
template.
It's
like
it's
not
that
much
code
from
what
I've
seen
so
like.
If
you
want
to
change
it,
you
can
just
change
it.
Yeah
I,
don't
really
mind
I,
don't
have
a
preference,
so
yeah.
D
I
think
the
main
thing
is
whether
we
want
to
expose
it
to
the
user
when
they
first
because,
like
with
the
templates,
it's
likely
that
a
lot
of
people
are
going
to
be
using
the
templates
as
their
first
experience
with
silk
at
all.
D
E
E
So
if
we
start
modifying
it
a
lot
or
if
we
start
making
look
like
it's
something
else
like
we
had
the
abstractions
on
top
of
it,
maybe
they
will
think?
Oh,
so
these
guys
they
like
they
bought
the
opengl
or
something,
but
they
made
it
made
the
API
different
or
they
might
not
realize
that
yeah
I
know
it's
just
some
extra
things
that
we
had
on
top
of
it.
You
can
also
not
use
them.
So
if
people
are
expecting
pure
opengl,
maybe
that's
what
we
should
give
them
by
default.
D
Yeah,
it
just
really
depends
on
what
we
want
to
expose.
The
first
time
uses
the
library
whether
it
be
a
bit
more
of
a
abstracted
experience
for
the
raw
open
Geo.
It
just
depends
on
what
we
really
want
to
advertise
as
the
starting
point
for
jumping
off
I.
Think
at
the
very
least,
if
we
do
make
a
decision
for
the
templates,
it
should
be
followed
in
the
tutorials
to
keep
consistently
just
to
keep
consistency.
Perhaps
with
a
note
in
the
tutorial
stating
also
use
units
here
or
something.
E
E
D
Although
when
it
comes
to
abstractions,
that
is
a
bit
less
on
the
simple
template
side,
as
the
template
is
mostly
just
to
show
here's
how
you
run
basic
opengl
commands
create
a
window
and
how
to
clear
the
screen
just
simple
stuff
to
get
you
started,
which
may
be
confusing
to
a
new
user
like
the
fact
that
we
swap
buffers
automatically
for
you
or
stuff
like
that.
D
E
Other
languages
I
would
leave.
The
I
will
do
the
template,
as
they
are
using
just
integer
handles,
because
we
don't
want
to
add
additional
code
if
all
people
are
going
to
use.
Those
four
is
basically
check
that
it's
working
and
see
how
to
use
things
like
well.
As
you
said,
oh
look,
I
have
to
swap
buffers
it
does
that
automatically
so.
A
E
D
Perhaps
the
template
can
link
to
the
tutorials
or
it
can
link
to
some
page
explaining
the
handles
like
at
the
bottom
or
the
top,
or
something
just
to
give
a
basic
overview
just
from
the
template
like
actually
here
to
have
a
tutorial
for
how
to
do
more
with
opengl
as
the
basic
template
should
just
get
you
started
and
have
something
on
screen
at
the
very
least,
but
I
I
think
I
think
it's
best
not
to
expose
the
abstractions.
D
Just
as
a
first
thing,
someone
sees
with
the
interface
as
it
may
cause
confusion
if,
for
example,
someone's
coming
from
C
and
wants
to
write
some
C
sharp
code,
they're,
probably
going
to
be
used
to
using
the
just
raw
units
or,
if
someone's,
just
being
exposed
to
opengl
and
is
recommended
a
tutorial
like
learnopengel.com
for
stuff
like
instancing,
it
may
be
confusing
to
them
to
come.
Look
at
silk
and
see
the
template
has
non-uint
types
as
they
may
not.
It
may
not
be
clear
that
you
can
use
units
alone.
D
Yeah,
it
would
be
good
to
think
personally.
At
least
the
best
option
is
to
have
the
uint
handle
or
have
the
non-strong
type
Handles
in
the
template
at
the
top
link
to
page
of
the
tutorial,
and
maybe
a
page
explaining
strongly
type
handles
what
they
are.
They
use
them.
D
I
feel
like
having
to
be
on
a
separate
page,
not
in
the
main
example
would
be
good
for
newcomers,
because
if
someone
is
wanting
to
learn
more
they're,
probably
going
to
look
at
The
Links
at
the
top
and
see
and
they'll
be
able
to
actually
judge
whether
they
personally
want
to
use
the
strong
emails,
because
it's
a
very,
very
polarizing
thing.
I
personally,
don't
mind
them,
but
since
I
have
my
own
abstractions
over
opengl
anyway,
I
don't
need
them.
They
get
a
little
bit
in
the
way
in
their
current
state.
D
I
think
just
for
just
a
general
first
first
view
of
silk
I
think
it
should
use
units
and
just
something
explaining
the
handles
and
the
tutorials
I
feel
like
that's
just
the
best
option.
It
prevents
people
getting
confused
at
the
start
and
make
people
look
aware
of
the
idea
if
they
go
looking
for
it.
E
You'll
be
moved
to
the
depth
stencil
buffer
bits
issue
alright.
So
this
is
a
relatively
simple
one.
So
I,
as
I
said
before
we
decided
we
should
set
the
we
should
set
the
preferred
depth
and
stencil
bits
for
the
default
frame
buffer
on
the
window,
so
I
think
currently
they're
set
to
zero
zero
respectively.
However,
we
should
discuss
whether
we
should
actually
turn
them
to
24
and
8
for
definition
respectively,
which
I
think
is
actually
a
good
idea.
E
I
mean
having
them
at
zero
series,
not
bad.
It's
preferable
to
not
setting
them
at
all,
like
I
said
before
it
can
cause
a
inconsistent
behavior
and
different
machines,
and
especially
different
drivers
can
handle
that
situation
differently
and
setting
them
to
zero.
Zero,
however,
has
an
issue
that,
if
you
try
to
do
3D,
it
might
not
work
since
you
don't
have
a
depth
buffer,
so
you
will
get
friends
not
render
it
properly.
E
D
D
D
Why
won't
my
things
render
because
maybe
they're
using
learn
opengl.com,
which
I
believe
just
uses
Raw
glfw,
and
so
they
may
be
confused,
trying
to
replicate
the
same
thing
with
silk
as
it's
unclear
just
from
a
newcomer
how
to
set.
D
I
think
just
I
think.
Ideally,
these
templates
should
be
just
for
beginners
to
Silk
and,
if
someone's,
to
do
with
silk
they're,
very
likely
to
struggle
with
things
like
windowing
system
parameters
like
window
options
as
I
struggle
all
the
window
options
when
I
was
first
landing
silk,
it's
a
very,
very
different
way
of
handling
an
API
to
how
a
lot
of
people
are
used
to
it
and
C
sharp,
especially
if
you
come
from
something
like
XNA
or
model
game.
D
It's
a
very
different
way
of
saying
the
parameters
as
in
mono
game,
you
have
this
Graphics
device
thing
which
you
can
set
properties
on
and
such
I,
don't
think
you
even
can
change
the
buffer
bits
correctly
if
I'm
wrong,
I
think
just
by
default.
It
should
be
24
comments.
Eight
then,
maybe
a
comment
saying
this
may
not
be
required
for
2D
or
perhaps
just
a
comment
linking
to
a
page
explaining
good
F,
buffer
and
stencil
buffer.
E
I
didn't
know
if
we
should
add
a
link
like
on
the
template,
because
if
we
just
start
adding
links
all
over
the
template,
then
people
are
going
to
create
a
new
project.
And
if
you
already
know
what
you
want
to
do,
then
you're
just
going
to
have
to
delete
those
links,
because
all
you
just
want
the
last
equal
to
open
the
window,
but
yeah
I
think
we
can
all
agree
that
24
8
is
better
questions.
E
It
starts
in
2022
when
this
PR
was
first
made
saying
that
he
also
thinks
he
should
be
said
to
24
8
I
think
his
opinion
has
not
changed.
B
E
B
B
B
Going
to
have
like
three
sections
on
the
website,
we're
gonna
have
a
opengl
tutorial
section.
We're
gonna
have
a
a
deep
dive
into
windowing
and
input
section
like
well
I'd,
say
we're
doing
an
input
all
of
our
high
level,
libraries
that
are
in
addition
to
our
binding.
So
that
would
include
maths
as
well,
and
then
we
were
going
to
have
a
miscellaneous
section
called
tips
and
tricks
where
it
will
be
literally
anything
else.
B
For
example,
that's
where
our
experimental
feed
documentation
lives
are
not
frequently
asked
questions
again.
The
website
is
very
Bare
Bones.
This
can
change,
but
I
I
think
it
would
be
just
two
links
like
one
to
the
opengl
tutorial
to
find
out
more
and
then
for
some
of
the
advanced
stuff
it
would
be.
B
It
will
be
a
link
so
I,
don't
know
the
the
windowing
exception,
a
page
in
the
windowing
section,
so
I'm
not
I'm,
honestly,
not
fussed
in
adding
a
comment
or
two
because
there's
enough
code
in
there
anyway,
that
they'll
be
removing
in
bulk.
So
you
know:
there's
no
difference
between
a
control,
a
with
with
61
lines
under
control,
a
with
63
lines.
D
Yeah
I
think
there
is
a
point
where
it
does
get
a
little
bit
excessive,
but
I
think
most
four
or
five
comments
isn't
going
to
cause
problems
and
it
does
help
remove
confusion
for
those
who
are
looking
to
use
these.
These
templates,
as
a
jumping
off
point,
aren't
just
going
to
delete
it.
B
C
All
right
did
any
of
you
check
about
like
machine
support
about
like
depths
and
stencil,
because,
like
what
I
like
being
like
online,
is
that
there's
usually
support
for
24
bits
or
at
least
16
bits.
But
then,
when
you
mix
and
stencil,
it
gets
worse
with
compatibility
that
really
rather
not
add
things
to
the
template
that
make
it
unusable
on
some
machines.
D
C
The
problem
is,
if
you
set
it
to
eight
I,
think
I'm,
not
sure
how,
whenever
I
can
handle
this
but
I,
it
might
also
error
and
then
also,
then
the
user
has
a
preset
and
they
don't
know
that
it's
very
option.
Wow.
D
B
It
will
throw
away
API.
D
D
B
It
is
best
effort
we
do
have
that
functionality.
For
example,
there's
a
throw
error
function
in
our
sdl
bindings
and
likewise
dlfw
the
glfw
provider
automatically
binds
and
error
callback
that
will
throw
an
exception,
but
that
well
I
believe
that
blows
up
on
anything
on
other
than
Windows.
So
it's
best
effort,
but
we
try.
D
E
Think
a
lot
of
it
I'm,
looking
at
the
template
right
at
the
templates
right
now,
only
the
triangle:
one
has
the
preferred
depth
and
still
buffer,
which
said
I
think
we
should
set
them
on
all
of
them
right,
yeah.
Let's.
C
Fw
just
defaults
to
24
steps
and
eight
stands
for
which
is
I,
think
what
proxy
suggested
so
I'd
I'd
probably
just
follow
what
they
do,
because
they
are
widely
supported
and
yeah.
B
C
B
No
I,
don't
I,
don't
I,
don't
think
so.
I
think.
If
you
don't
provide
a
value,
then
it
it
defaulting
to
whatever
the
driver
decides
and
it
sort
of
makes
sense.
You.
C
The
Wild
West,
it's
like
a
fine
way
to
do
it,
but
that's
why
we
had
the
incompatibilities,
so
I
think
change
it
like
at
least
now
doing
like
the
template
doing
what
dlw
would
do.
Anyways
is
I
think
very
cynical,
because
many
people
that
follow
tutorials
the
tutorials
would
also
use
glfw.
They
would
also
have
these
defaults,
so
I
think
that
makes
sense.
D
D
D
D
But
I
think
we
should
probably
just
do
what
W
does
that,
because
If
there
really
was
a
big
compatibility
issue
caused
by
learn:
opengl
not
specifying.
It
probably
would
be
noted
on
the
page,
but
I'm
not
actually
seeing
anything
on
the
page.
Regarding
I.
D
Yeah
I
think
I
think
we
should
just
do
what
G
of
w
does,
and
maybe
maybe
on
the
page
that
explains
the
windowing
stuff
and
the
sections
specifically
connected
to
the
depth
and
stencil
buffer.
It
should
elaborate
about
why
it
doesn't
work
if
you
do
get
an
error
or
something
along
those
lines.
Maybe
there's
some
specific
way
to
tell
like
some
like
just
grabbing
the
error
details
or
something
cursed
like
that
to
tell
specifically
about
which
is
causing
the
problem,
but
I
think
24.
D
8
is
going
to
be
a
good
default
that
won't
cause
problems
for
a
majority
of
devices
also
won't
not
cause
problems
or
no
won't
cause
problems,
yeah.
Well
those
problems
relating
to
window
creation
on
just
a
majority
of
devices.
If
your
drivers
don't
support
24
8,
it
probably
doesn't
run
just
standard
glfw
apps
anyway,.
D
I
think
it
is
just
safe
to
do
it
because
other
large
windowing
things
assume
24
8
is
supported.
So
I
think
it's
safe
for
us
to
do
that
too.
Just
so
stencil
or
stencil
and
depth
both
work
and.
E
All
right
just
to
make
sure
there
is
a
template
that
is
just
a
variables
Windows
like
we
know
that,
like
it
doesn't
even
have
opengl,
Vulcan
or
anything
doesn't
even
select
an
API,
it's
just
a
window
with
a
title
and
we
add
the
preferred
them
stencil
buffers
to
these
two
like,
even
if
it's
just
the
most
Bare
Bones
things.
We
also
add
this
option.
This
defaults
do.
D
You
agree,
I
think
I
think
they
all
should
match
personally
for
consistency,
because
someone
may
already
know
a
little
bit
about
opengl
and
so
may
feel
they
don't
need.
D
C
Don't
I
don't
think,
there's
a
harm
I,
don't
think,
there's
a
harm
in
specific
I
guess,
but
it's
also
kind
of
unnecessary.
It's
like
the
the
raw
one,
because.
D
C
C
I
think
it'll
do
nothing
I
hope
at
least.
D
Deal
because
I
I
believe
basically
all
settings
willing
to
depth
buffers
stencil
buffers
is
all
done.
I
believe
everything's
done
to
dxgi
I,
don't
believe
glfw
nor
sdl
speak
with
dxgi
at
all
for
creating,
although
doesn't
still
have
like
some
extension
for
for
talking
with
creating
a
DX,
Drive
factor.
I
think
I
saw
something
about
that
about
still
creating
the
extract,
Factory
I'm,
not
sure.
If
silk
attempts
to
create
a
swap
chain
on
DX.
B
Joey
bro,
you
really
you're,
really
scraping
the
bottom
of
the
brain
barrel
now
I.
Remember
adding
something
I
remember
there
being
some
sort
of
extension,
I
think
in
in
dxgi.
That
will
create
a
swap
chain
for
you,
but
it's
never
been
implicit.
Windowing
doesn't
do
it
for
you
ever.
B
It
will
there's
a
create
DX
dry
swap
chain
method
which
will
well
okay,
on
win32
use
the
create
swap
chain
for
H
wind
method
on
the
factory
you
give
it
and
on
winrt,
which
we
don't
support
yet,
but
we've
got
a
supporting
code
for
it
anyway,
it
will
do
the
create
swap
chain
for
call
window.
D
Oh,
in
that
case,
we
need
to
add
support.
We
need
to
switch
to
using
the
DX
handle
on
a
native
Windows
Source
or
what
it's
called
so
that
so
that
this
function,
Works
under
Linux.
C
E
All
right
so
in
summary,
the
the
templates
basically
with
the
handle
thing
they
remain
as
they
are,
then
we
don't
change
them
currently
tax
hand
to
strongly
typed
hand
and
story
I'm
getting
a
break
for
it,
strongly
typed
handles
and
in
regards
to
the
default
depth
and
cell
buffers.
We
set
them
to
24
and
8
Bits
respectively,
and
we
can
also
see
a
once.
We
have
the
website
up
and
running.
We
can
also
see
about
adding
maybe
a
link
on
the
template.
B
Yes,
yeah
I
shall
copy
in
some
notes
in
just
a
second,
so
yeah
just
double
checking
oh
yeah,
the
actual
names
of
the
templates.
B
Actually,
no,
that
wasn't
for
the
working
group,
so
we
don't
necessarily
have
to
oh
wait.
No,
no
I
did
marketers.
B
Yeah,
so
removing
the
silk
prefix
from
the
template
name.
So
you
can
just
dot
net
new
opengl.net
new
Vulcan
and
it
will
automatically
use
something.
E
D
B
Oh
yeah,
I,
agree,
I,
agree:
silk
window
should
still
have
the
silk
prefix
but
I'm
more
specifically
like
talking
about
the
silk
gel
triangles.
That's
that's
a
lot
to
type.
D
Yeah
I
think
triangle
or
silk
gel
or
just
maybe,
silk
GL
will
just
Implement
just
a
a.
E
Blank
that's
so
the
naming
right
now
is:
silk
window.
Silk
GL
window
like
everything
like
I'll,
just
go.
B
Can
you
put
it
in
the
meetings
chat?
Please.
D
So
book
gel
window-
it's
just
okay,
I
I,
think,
silk
GL
window
is
I,
think
I
think
that's
a
bit
misleading.
It
doesn't
specify
opengl
version,
it's
silk
gel
window
because
it
just
doesn't
initialize
a
jail
to
null
and
it
just
creates
opengl.
But
in
the
window
options
we
don't
specify
Joe
version
I'm,
not
sure
what
the
default
gel
version
is
for
window
options.default.
D
D
Having
making
sure
everything
is
specifying
the
window,
the
the
GL
version
is
good
for
consistency
and
prevents.
E
D
Because
having
it
on
window,
options
is
a
bit
weird:
it's
a
bit
Arcane
to
a
lot
of
people,
so
it
makes
sense
to
have
it
be
there
exposed
in
the
blank
template,
I,
think
I
think
just
silk
GL
should
go
to
silkgl
window,
then
silk
GL
triangle
or
just
like
you'll
try.
If
you
could
do
aliases,
just
silk,
GL
Tri.
E
B
E
B
Mean
I
put
this
on
the
pull
request
originally,
but
I
I
personally
feel
like
combining
gel
window
and
Geo
game,
primarily
because
well,
as
far
as
I
can
tell,
the
difference
is
like
basically
two
lines
and
it's
the
GL
game
creates
an
input
context,
whereas
jail
window
doesn't
create
an
input
context.
I
feel
like
it'd.
D
Window
I
feel
like
oh
wait.
That's
weird!
There's
a
disparity
between
game
and
window
games;
that's
jail,
viewport
on
load
for
some
reason,
I'll.
E
D
It
doesn't
line
up
with
Jill
window
which
doesn't
have
viewport
and
load
I'm,
not
sure
why
that
is
there,
maybe
there's
some
oh
I
know
that
makes
sense
to
be
there.
Does
it
I,
don't
know,
I'm,
not
actually
sure
what
the
initial
behavior
of
an
opengl
buffer
is
like.
D
Yeah
that's
the
frame,
but
for
size,
and
then
yeah
I
feel
like
by
default
in
the
basic
template.
We
should
include
input
and
create
a
book
context.
There's
just
not
really
too
much.
You
can
do
without
input
context
and
I.
Think
the
general
use
case
for
silk
is
going
to
be
for
trying
to
build
games
or
interactive
applications
and
generally
you're
not
going
to
be
interacting
with
it
through
a
console
window
or
something.
D
C
C
D
Yes,
but
generally
just
when
someone
is
trying
out
silk,
it's
probably
going
to
be
because
someone
recommended
it
for
making
a
game
engine
or
making
a
game.
Specifically,
it's
not
too
much
of
a
game
if
you
can't
interact
with
it,
I
think
we're
just
through
the
General
Normal
use
case.
Creating
input
context,
makes
sense
and
more
options
to
the
users
is
more
opportunities
for
them
to
choose
the
wrong
one
and
mess
up
when
you're.
First
learning,
C,
sharp
or
silk
templates
and
input
and
everything
can
be
very
confusing.
D
I
struggled
with
it
for
a
long
time
trying
to
differentiate
windowing
from
input
as
it's
not
a
very
clear
separation,
because
they're
like
intertwined
but
like
they
depend
on
each
other,
but
they're,
separate
I.
Think
by
default,
having
input
contacts
there
and
just
the
default
window
for
the
general
use
case.
I
think
is
a
good
idea
because
someone,
it
lessens
the
likelihood
of
someone
clicking
the
wrong
template,
then
coming
into
the
Discord
to
ask
for
help.
D
How
do
I
get
input
or
spending
more
time
trying
to
research
how
to
get
input
working
it's
very
hard
for
someone
to
read
and
every
especially
when
you're
overwhelmed.
D
I
think
I
think
we
should
just
remove
silk
gel
window
and
then
rename
silk
gel
game.
Just
silk
gel.
D
E
E
D
I
think
as
much
should
be
matching
as
possible
like
buffer
and
stencil
bits
should
match
between
all
the
templates
and
API
and
input.
All
that
should
match
between
all
of
them.
Just
for
consistency
should
be
like
silk:
silk.
Gl
is
an
extension
of
silk
window
and
silk
steel
triangle
is
an
extension
of
silk
yellow.
D
I
think
it
should
just
be
silk:
window
is
the
most
basic,
doesn't
specify
opengl
and
then
silk
GL
specifies
the
API
version.
A
E
Are
we
going
to
we're
going
to
rename
them.
D
E
D
Namesock
window
makes
sense,
I,
don't
think
we
should
just
have
a
blank
silk
one
or
Clarity.
What.
E
B
E
B
C
B
D
B
B
B
Yeah,
so
we're
using
24
8
so
leave
that
open
right,
I've
copied
and
pasted
some
notes
into
the
in
well
into
the
GitHub,
a
polar
Crest.
So
if
you
have
any
objections
to
any
of
those
do,
let
me
know
so
yeah
I
guess
we
can
move
on
to
chain
polymorphism
then
so
this
is.
This
is
a
very,
very
small
proposal.
B
It's
an
expansion
of
the
Vulcan
structure,
chaining
abstraction,
which
thorogy
added
in
the
the
bindings
Library,
and
it
essentially
just
allows
chain
structure
chains
to
be
downcasted
and
upcasted,
and
so
that
your
code
can
be
still
written
in
terms
of
these
chains,
but
not
necessarily
need
to
know
about
the
whole
chain
and
just
know
that
oh
I
don't
know
the
the
first.
Two
structures
in
the
chain
are
a
instance
create
info
and
a
application
info
or
whatever
I
know.
That's
not
how
that
works.
B
But
again,
I
was
really
struggling
for
an
example
off
the
top
of
my
head
or
for
in
fact,
yeah
I
can't
think
of
a
better
example.
B
So
yeah
again
it's
very
it's
very
simple:
it's
essentially
just
adding
interfaces
to
the
chain
classes
and
also,
in
fact,
yeah.
That's
pretty
much
all
there
is
to
it
yeah,
defining
the
interfaces
and
then
implementing
the
interfaces
on
the
types.
So
this
will
be
purely
generated.
B
I,
don't
think,
there's
anything
breaking
about
this,
but
I
don't
know.
Is
there
any
any
issues
with
the
API
that
anyone
can
think
of.
D
I'm
not
seeing
anything
I
dislike
it
looks
relatively
clean
to
use.
D
C
D
This
Vulcan
can
be
a
little
bit
weird
to
bind
to
sometimes
like
just
for
my
limited
experience
with
using
the
silk
bindings
or
just
vocal
minings
in
general,
with
C
sharp.
It
can
be
kind
of
weird
to
bind
to
and
a
bit
weird
to
wrap
your
head
around
I
think
this
seems
to
improve
it.
A
decent
amount.
B
B
So
the
next
one
is
a
issue:
it's
not
a
formal
proposal,
but
it
sort
of
makes
sense
to
review
it
now.
This
one
is
on
the
silk.net
maths
library,
on
adding
a
structure
that
represents
an
angle
with
some
helpful,
with
some
helpful
apis
on
it
that
help
with
converting
and
doing
calculations
with
angles
or
well
degrees
or
radians
sort
of
abstracting
that
away
I.
Don't
this
really
isn't
my
area?
B
So
I
don't
know
if
anyone
has
any
comments
or
if
anyone
wants
to
jump
in
and
take
us
through
this
proposal.
C
D
C
So
I
think
it's
it's
like
a
decent
idea.
I'm
not
like
a
huge
fan,
because
angles
are
simple.
Usually
most
like
engines
will
have
like
one
way
to
do
it,
not
that
many
use
a
lot
of
menus
like
degrees,
but
I
do
definitely
see
it
for
like
some
areas,
especially
when
you
have
the
interface
with
the
user.
Bunch
people
generally
prefer
degrees,
so
I
can
see
it.
I
I
think
we
should
generalize
it
over
a
scalar.
Yes,
it
doesn't
make
that
much
sense
for
integers,
but
so
does
quaternion.
C
It
makes
sense,
but
we
still
do
it
right.
So
it
doesn't
matter
and
then
I
think
there's
like
two
things
we
decide.
One
is
whether
we
want
to
do
it
similar
to
what
type
span
worked
like
I.
Think
someone
commented
that
until
it
pulls
up
yeah,
someone
commented
the
just
like
someone
similar
to
what
time
works
like
where
it's
like.
We
could
do
like
total,
where
it's
like
unborn
it
and
it
would
just
do
like,
if
you
add
to
it
or
if
you
initialize
it
with
like
1
million
degrees.
C
It
will
just
tell
you
that
and
then
there's
the
normalized
version,
and
then
we
need
to
decide
what
normal
list
means
for
us,
so
either
zeros
or
two
Pi
or
minus
pi
to
Pi
personally
I
think
doing.
Minus
pi
to
Pi
is
a
bit
better
for
a
floating
point,
but
it
is
a
bit
of
words
for
integers
I.
Don't
think
caring
about
integers
makes
sense,
so
I
I
personally
prefer
minus
pi
to
Pi
similar
to
degrees,
I.
Think
for
consistency,
which
we
should
then
do
-180
to
180,
but
I
don't
know
so
yeah.
C
That's
basically
one
one
way.
We
could
do
the
API
and
the
other
one
is
basically
to
simplify
it
a
bit
and
never
reconsider
any
unnormalized
representation,
always
normalized,
given
how
cheap
normalization
is.
I
think
this
is
valuable.
Also
because
I
mean
doing
like
one
mod
operation
is
like
extremely
cheap.
We
don't
really
care.
We
could
do
it
on
demand
on
red,
if
you,
if
you
think
but
I,
think
it's
so
cheap,
but
you
can
just
also
do
that
so
yeah,
it's
basically
a
matter
of.
C
Do
we
care
to
keep
track
of
how
often
you
went
around
in
the
circle?
I,
don't
think
so,
but
yeah.
D
I
feel
like
there
is
some
case
for
that,
but
it's
not
a
generalized
enough
case
for
it
to
really
matter
and
need
to
be
kept
track
of
here.
I
think
for
float
accuracy,
it's
probably
best.
If
we
keep
everything
from
a
minus
pi
to
Pi
representation,
as
floats
are
more
accurate,
the
closer
you
are
to
zero
right,
it's
probably
best
if
it's
minus
amount
of
Pi
rather
than
zero
to
two
pi
yeah.
C
D
You're
not
going
to
be
storing
degrees
very
much
in
float
form
generally.
All
your
math
is
going
to
be
done
in
radians
and
you're
going
to
be
converting
to
degrees
only
from
user
input
and
generally
pure
integers
degree
values.
Don't
really
get
hit
with
inaccuracies,
I
think
for
degrees.
It
should
be
zero
360.
just
from
a
pure
user's
point
of
view,
because
it
makes
more
sense
to
an
end
user,
seeing
a
value
from
0
to
360
for
rotation
rather
than
a
value
of
negative
180
to
180.
D
For
for
the
internal
representation
and
radians,
it
does
make
sense,
because
a
developer
is
probably
going
to
be
the
only
one
seeing
radians
wow.
The
end
user
is
probably
going
to
be
seeing
the
degrees
representation
of
the
angle.
D
Also
normalizing
them
different
ways
is
bit
inconsistent.
It
depends
on
what
in
degrees
is
going
to
be
for,
because,
if
it's
just
for
display
to
the
user,
then
it
makes
sense
to
have
it
being
normalized
to
0-60.
If
it's
going
to
be
used
for
math,
specifically
I
like
like
someone's
going
to
be
turning
into
degrees
specifically
to
do
math
on
it,
and
it
makes
sense
to
do
negative.
100
to
180.
C
C
C
Yes,
I
think
we
should
just
do
what's
like
simple
and
like
the
obvious
thing,
you
would
do
and
then
also
I
think.
Basically,
all
these
like
Ops
would
be
in
line
by
JT
so
like,
even
if
we
internally
go
up
to
zero
to
360.
If
you
then
immediately
go
back
down
to
982
and
ready
I,
don't
think
there
would
be
performance
penalty
either.
It
will
only
be
a
minor
inconvenience
and
so
I
think
just
doing
the
like
common
case.
For
all
these
things
makes
sense.
D
A
D
Common
case
for
converted
language
degrees
is
going
to
be
for
printing
it
to
the
user
or
receiving
input
from
the
user,
because
no
user
wants
to
type
out
eight
digits
of
pi
to
get
an
accurate
angle
in
because
the
average
is
going
to
want
to
type
180,
270,
360.
and
I.
Think
that
should
be
how
the
degrees
works.
D
Well,
it's
very
really
much
of
a
standard,
at
least
to
my
knowledge
for
radians,
since
it's
not
really
a
thing
to
like
display
radians
to
the
user,
so
I
don't
I'm.
Unless
there's
some
math
construct,
I,
don't
know,
there's
something:
there's
not
really
much
of
a
reason
to
for
one.
C
Yeah,
so,
regarding
the
API,
obviously
perfectly
you
already
pasted
this
little
snippet.
The
person
that
opened
the
issue
provided
a
small
use
in
their
project
thing
I.
Think
it's
the
last
message
in
the
issue,
so
you
can
just
click
on
that
and
maybe
zoom
in
a
bit.
So
we
can
see
yeah.
Thank
you.
C
They
provide
like
a
bunch
more
things.
A
couple
of
these
are
redundant
because
we
already
have
a
little
before
so
I
can
scale,
but
I.
Think
most
of
these
are
good
apis.
Yeah
I
mean
we
can
go
through
them.
If
you
want
otherwise
I
just
make
a
proposal,
and
then
we
can
like
I,
don't
know
like
I,
don't
know
what
the
what
the
next
steps
are
here.
C
C
C
Yeah
I
mean
the
the
if
I
would
have
like
the
if
I
you'd
expect,
with
like
dot,
radians
and
Dot
degrees.
Those
will
definitely
do
mobilize,
but
then
the
question
is:
do
we
also
have
total
Radiance
and
total
degrees,
which
would
do
the.
C
D
C
Just
we've
only
degrees
in
radians,
those
are
normalized
to,
respectively
minus
pi
to
Pi
and
0
to
360.
C
And
we
don't
expose
any
other
apis
like
for
conversion
yeah
and
then
like
there's
a
bunch
of
apis,
that
we
should
probably
add.
B
Yeah
I'm
happy
with
that
yeah
I
think
to
get
it
in
a
get
a
firm,
a
formal
proposal
and
that
will
give
us
give
us
a
clearer
idea
but
I
think
yeah.
It
generally
we're
all
happy
with
this.
It
seems.
B
Cool
any
objections
to
the
notes:
they're
not
as
big
as
the
as
the
other.
Well
another
issue,
there's
a
the
other
one
passed
with
flying.
Colors.
C
A
D
What
what
is
the
current
main
blocker
with
pushing
an
update.
A
B
We're
fine
with
it
on
paper,
but
we
need
the
actual
VM
created
I.
Think
I'm
going
to
chase
up
Chris
about
that.
Well
on
Monday.
Hopefully,
if
I
remember
yeah,
but.
C
B
Mean
when
I
say
stuff
like
that,
never
never
trust
that
I'll
actually
do
it.
So
please,
someone
remind
me
on
Monday
and
I'll,
send
an
email
as
it
currently
stands.
We've
got
access
to
the
resource
Group,
so
we
couldn't
Theory,
make
it
ourselves,
but
I,
don't
I,
don't
want
to
just
jump
the
gun
and
I.
So
I
do
want
to
double
check
that
hey.
B
Can
we
create
this,
but
yeah
we've
got
we've
got
it
agreed
in
principle,
so
we'll
set
up
the
CI
Runner
I
think
there
might
be
some
issues
with
the
with
the
sign
service
on
the
radar,
so
that
might
also
be
broken,
or
at
least
I've
heard
other
other
projects
I've
been
reporting
that
has
broken
so
that
could
be
another
Blocker
on
our
on
our
radar.
But
we'll
see
what
happens
when
we
try
to
release.
D
Also,
the
the
the
native
the
the
native
Library
CI
front
still
seems
to
be
broken.
I
was
assuming
it
was
a
temporary
like
run
out
of
storage
with
a
CI
Runner,
but
it
seems
to
be
a
larger
issue.
Just
the
past
week
or
two
just
the
native
Runner
has
just
died.
A
B
Did
that
scale
that,
as
pull
request
ever
ever
get
through
because
I
I
think
it's
breaking
mono
at
the
moment,
yeah.
D
I
think
we're
still
hitting
the
mono
bug
you
can
try
running.
You
can
try
running
CI,
so
you
can
get
that
seeing
if
it's
fixed
in
some
update
but
yeah
I'm
fairly,
certain
we're
still
killing
mono
here.
C
Okay,
so
I
want
to
ask
about
the
funding
thing
that
we
used
to
use
the
I
forget
what
it's
called.
B
Collective
yeah,
we
did
start
on
that
I
think.
Well,
we
well.
We
need
to
figure
out
what
to
actually
populate
that
with
and
start
pushing
it
because
we
created
it.
So
we
just
need
to
put
goals
on
there.
Put
projects
on
there
that
we
want
funding
for
and
then
start
stop
pushing
it.
C
It's
like
I've,
been
collecting
I've
still
been
collecting
some
sponsors
money
like
a
couple
months,
so
I'd
be
happy
with
you
like,
give
it
to
I,
guess:
Bailey
who's
been
working
with
a
tolerant
or
like
donating
into
the
like
open
the
funding
thing
like
whatever
you,
whatever
you
prefer
honestly
I
just
know
they
take
like
10,
so
I
didn't
want
to
jump
the
gun
on
it
because
you
know
it's
just
it's
just
gone,
then
yeah.
So
I
just
wanted
to
ask
what
what
what's
this
at
us
there
in.
B
B
I
guess
this
is
more
wait.
What
wait?
What
happened
never
mind?
No,
so
there's
two
silk.nets
on
open,
Collective,
there's
a
there's,
obviously
our
open,
Collective
and
then
there's
a
subsection
of
open
Collective
on
strides
Collective.
B
D
B
Let
me
pull
up
ours,
real
quick,
open,
Collective.
A
B
D
B
There
there's
ours
there
there
we
go
so
yeah,
I've
already
been
Collective,
is
pretty
damn
empty.
At
the
moment,
I
mean
we
can
sort
of
ask
whether
we
want
to
merge
with
them,
but
yeah.
The
only
thing
we've
got
on
there
is
the
silk.net
3.0,
a
pot
of
money.
B
Really
we
kind
of
need
to
yeah
figure
out
what
our
open
Collective
strategy
is
going
forwards
and
hopefully
start
pushing
it
out
and
collecting
some
money
for
well
Bailey,
as
is
the
only
one
only
maintainer
at
the
moment.
Now.
D
C
C
D
I
furball
is
getting
a
Mac,
so
I
I
may
be
able
to
use
theirs,
but
they're,
probably
going
to
use
as
a
normal
computer
too
I
don't
want
to
bog
them
down.
So
I
think
it
may
be
helpful
for
me
to
get
like
a
just
secondhand,
M1
Mac
for
just
making
sure
silk
was
running
gun
map
because
arm
support
on
silk.
My
knowledge
isn't
very
well
tested
arm.
D
Windows
just
doesn't
work
right
now
without
some
hacks
and
our
Mac
I,
don't
think
we
have
CI
tests
for
that
or
really
much
usage
to
my
knowledge.
I,
don't
know
how
many
users
are
using
a
silk
with
M1
Mac,
so
I
I
do
want
to
get
some
proper
testing
done
with
Mac.
D
I
also
want
to
try
to
get
some
CI
running
just
just
for
some
basic
stuff
on
Windows
arm.
64.2
I
want
to
get
arm
support
better
with
silk,
which
is
one
thing
which
I
the
money
would
be
helpful
for
is
getting
a
Mac,
so
I
can
have
the
full
development
Suite.
C
Yeah
I
mean
first
of
all,
we
can
probably
invite
you
to
the
open
character,
so
you
can
just
like
put
on
whatever
you
want,
but
also
I
guess
we
can
put
either
like
RM
support
or
specifically
Mac
support
in
it
all
up
there
for
like
Nations
and
then
yeah.
D
Our
Sports
going
to
come
no
matter
what,
because
my
main
Windows
development
machine
is
the
harmful
Terror
dev
kit,
but
for
Mac
OS,
specifically
yeah
I
think
we
should
have
just
a
general
Mac
OS
silvernet
one,
because
currently
web
GPU
was
broken
on
Mac
OS,
due
to
a
lack
of
a
lack
of
being
able
to
test,
and
just
no
testing
for
I
haven't
seen
anybody
really
pretty
much
testing
the
molten
VK,
given
the
fact
that
it's
kind
of
been
broken
for
a
while,
and
only
recently,
the
pr
someone
sent
in
for
fixing
it
for
fixing
the
Vulcan
example
on
Mac
I
think
we
do
need
some
proper
testing
done.
D
So
I'm
going
to
be
doing
that
I
want
to
get
silk
running
on
just
running
good
I
want
it
2.x,
smooth
enough
to
coast
along
until
3.0
as
it
currently
stands.
2.X
does
have
some
problems.
C
I
mean
I
just
had
a
look
at
my
guitar
sponsors.
I,
don't
know
about
the
Dolan
I,
don't
know
if
you're
still
listed
there
but,
for
example,
the
person
that
asked
about
getting
a
new
version
released.
You
I,
probably
you
probably
remember
that
this
year,
yes.
C
Two
days
ago,
so,
for
example,
they
have
recently
started
donating
to
this
project.
I,
guess
and
so
yeah
I
mean,
for
example,
you
could
just
like
if
signing
is
broken
or
you
need,
like
the
machine,
give
a
hold
of
this
use
it
to
pay
for
that
yeah.
But
I
can
I
can
just
I'll
just
DM
you
later
and
we
can.
C
Yeah,
what's
the
plan
and
I
guess
there's
no
like
current
open,
Collective
I
mean
we
get
to
go
again,
I
don't
know
yet,
but
then.
B
C
C
B
Yeah
well
I
think
the.net
Foundation
was
originally
going
to
come
up
with
something
because
they
do
have
their
own
fiscal
host
and
open
Collective.
But
when
I
spoke
to
well
the
former
executive
director,
they
said
they
were
trying
to
move
away
from
it
because
well,
obviously,
projects
being
able
to
make
their
own
payments
in
the.net.
Foundation's
name
is
Rife
with
fraud
and
they
want
comfortable
with
it
going
forward.
So
that's
why
we
had
to
do
this
complicated.
They
did
say
that
they
were
looking
into
a
new
platform.
B
However,
all
expenditure
would
need
to
be
approved
by
the.net
Foundation,
which,
if
the
Azure
resources
or
anything
to
go
by,
is
not
a
good
thing
but
yeah
the
host
fee
is
a
10
percent.
D
D
Oh
dear
Graphics
program
experience,
yeah.
B
Yeah,
the
graphics
program
is
not
graphics,
artists,
yeah,
so
I
am
I'm
happy
with
that,
of
course,
the
open
Collective
stuff
we
can
carry
on
discussing
offline,
but
I'm
happy
with
the
the
reviews
that
we've
done
today,
yeah
they're
the
Civil
3.0
progress,
the
what
most
of
the
proposal
got
approved,
May
some
with
caveats
last
meeting.
However,
the
ones
that
didn't
have
an
haven't
been
updated.
There's
not
a
lot
for
full
transparency.
B
There's
not
a
lot
of
effort
in
3.0
at
the
moment,
probably
because
the
maintainers
have
lives
that
are
unfortunate.
D
D
B
Need
we
need
that
and
we
need
to
keep
that
smooth,
smoother
silk.
While
we
wait
for
3.0
to
kick
off.
C
D
Yeah
and
let's
look
at
the
code,
you
you
get
decently
far
in
the
generation,
so
it
shouldn't
be
too
much
time
to
get
a
basic
like
just
getting
glfw
to
generate
something.
So
we
can
actually
have
a
little
windowing
and
get
stuff
kicked
off.
C
Yeah
exactly
and
like
I'm
I
was
looking
into
like
making
proper
issues
about.
What's
only
to
be
done
and
then
I
was
also
looking
into
like
how
we
can
like
get
like.
Hopefully,
you
can
get
like
some
Community
engagement
there
to
like
help
out
with
like
making
that
happen,
because
it's
still
a
bunch
of
work,
even
though
it's
much
more
organized
but
yeah,
we'll
see
we'll
see,
I'll
probably
start
working
on
it
on
weekends,
soonish.
B
B
There's
definitely
some
things
that
here
and
there,
where
I
get
an
idea
and
Phil
I
need
to
share
it
with
the
group
that
I'd
make
small
prototypes
here
and
there,
but
in
terms
of
actually
driving
it
over
the
line.
I
think
you're
all
doing
a
very
good
job
and
yeah,
hopefully
well,
hopefully,
Bailey's
work
on
2.2.x,
we'll
tie
the
community
over
until
3.0,
properly
kicks
off
and
arrives
yeah.
A
D
Been
done
for
the
Improvement
of
the
usage
like,
for
example,
a
lot
of
units
which
were
just
rules
are
now
changed
to
our
bull
32
type,
but
that
was
a
big
problem
on
the
DirectX
bindings
we
had
to
where
we
had
to
like
put
comments
in
to
specify
that
yes,
this
one
means
true,
it
was
very
annoying
I
fixed
that
it
should
implicitly
convert
still.
So
all
your
coaches
still
compile.
D
But
now
you
have
the
option
of
just
using
a
normal
Boolean
there,
which
is
a
lot
better.
That's
but
I
think
that's
the
biggest
like
user-facing
change,
aside
from
maybe
some
opengl
stuff
being
shuffled
around
due
to
restructuring
on
chronos's
side.
Yes,
yeah.
B
Upstream
breaking
changes
so
yeah
what
we've
got.
We've
got
d311
on
12
we've
got
oh
God,
all
the
comp
pointer
stuff.
That's.
D
Just
gigantic
stuff,
via
web
GPU,
with
both
Don
and
wgp
extensions.
A
B
D
Finally,
some
working
samples
and
example,
not
samples
but
there's
finally,
some
working
prototypes
for
wasm
support,
which
is
currently
blocked,
Upstream
but
I'm
working
on
getting
that
unblocked.
But
finally,
progress
is
being
made
with
silk
on
the
web
and
hopefully
should
be
able
to
be
done
with
almost
zero
user
user-facing
changes
to
code,
hopefully.
D
I
already
have
almost
unchanged
examples:
some
of
the
some
some
of
the
programs
from
mix
from
the
experiments
page
I
have
some
of
those
compiled
and
actually
running
perfectly
fine,
with
almost
zero
changes
aside
from
the
stuff
required
to
make
aot
work
yeah
so
hopefully,
maybe
two
to
eighteen,
maybe
throughout
19
depends
on
if
I
can
get
this
unblocked,
but
it
currently
seems
like
I'm,
adding
multiple
mono
runtime
bugs.
D
D
Hopefully,
it'll
tie
the
community
over
until
3.x
is
in
a
usable
state
or
has
any
sort
of
anything
yeah
stay
tuned
for
2.x.
We're,
hopefully
going
to
get
it
at
2.17
out
within
three
months,
because
we
actually
have
to
go
ahead
to
create
the
Azure
VM,
but
we
just
gotta
make
sure
it's
okay
to
do
so.
D
D
Since
the
since
the
experimental
tab
has
been
tested
a
lot,
it
should
just
be
ready
to
push
that's
you're
able
to.
B
I
agree
yeah,
so
thank
you
for
your
time.
I
haven't
seen
any
questions
pop
through
on
the
chat
or
in
the
Discord,
so
yeah.
Thank
you
for
your
time.
Everyone
and
yeah
go
project.