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Update to latest bgfx #40
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Release EGL's per-thread resources before unloading the EGL library to avoid a potential crash when the render thread is terminated. Co-authored-by: Sami Kyöstilä <[email protected]>
* Implements optional code path for immersive rendering based on the type of nwh * Reverted change in SwapChainMtl destructor
cc: @ryantrem |
Were you able to test this in Babylon React Native as well? |
Hey @ryantrem, I didn't check it in Babylon React Native (yet). I'm going to try integrating my visionOS PR to Babylon React Native next week so I'm going to check other platforms too. I've tested visionOS and iOS. Could you test Windows and Android? I don't have any Windows/Android devices (I can test Android on a simulator but Im not sure if it works). Im running into some build issues on Windows on my PR, so it will probably need some additional work |
I usually do a PR to check validation tests with BabylonNative. So, it needs a bgfx.cmake update and a BN PR. |
@okwasniewski Just checking, you haven't created a BN PR with this change to run it through validation tests yet, correct? |
I'm sorry I've been busy with other stuff, I will create syncing PR tomorrow |
No worries, I just remembered this and wanted to make sure you weren't waiting on us! |
The BN draft PR to test this is here, correct? |
Yes, exactly |
Hey,
I'm doing another sync for visionOS work, especially to bring in the fix: