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Check example-22-widnows to get idea how multiple windows work in bgfx: |
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Thanks, that does indeed work as it is. Not sure how I missed that example. ;) I also then tested moving the core BGFX rending logic from the example into my test SDL3 app and came to the same result. So now my original question is answered. In the main vpx code though, I think I traced it down to this event in SDL3: |
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We have a an app that uses SDL3 for window creation and then uses BGFX as the render for the surfaces that are provided by SDL3. So the screens look like this:
First is the table, then backglass, and the DMD respectively. The table renders like it should and the game plays fine, but both the backglass and DMD appear to only get the first frame and then never update again.
The first window, (the table) gets setup like this: https://github.com/vpinball/vpinball/blob/4082ab00bb5aabea09f045c58424a6a89034ede3/src/renderer/RenderDevice.cpp#L803
The other two windows get setup here with a frame buffer: https://github.com/vpinball/vpinball/blob/4082ab00bb5aabea09f045c58424a6a89034ede3/src/renderer/RenderDevice.cpp#L1471-L1493
Is there some sort of trick, a limitation of BGFX or is this a problem with SDL3? The application runs fine under X11/Vulkan but as linux moves to Wayland/Vulkan this is going to be an issue. Any help or insight would be great.
I turned on debug and these are my logs:
bgfx_logs.txt
I see only one instance of vkCreateSwapchainKHR:
Thanks
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