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No logging on macOS #26
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It also depends on #23 - without vsync off support (almost) all workloads are capped on ~16ms, even on low-end Mac |
wolfgangfengel
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May 3, 2018
## Release 1.08 - May 3rd, 2018 - The Forge in a DLL / New Vulkan Extension support / macOS/iOS clean up * We re-architected the rendering interface. If you use an older version, there are a lot of breaking changes in this update * replaced begin / endRender with cmdBindRendertargets * made the renderer compile into a DLL, so that you can have a Vulkan and a DirectX 12 DLL and switch between them during run-time. There is a new unit test showing this functionality. Removed more C++ constructs to make that happen * DirectX 12: fixed bug in sampler comparison * Vulkan (Windows and Linux): * upgraded to Vulkan SDK 1.1.73.0 * added support for VK_EXT_descriptor_indexing and GL_EXT_nonuniform_qualifier * added support for NonUniformResourceIndex; in case it is supported it should be used now on Windows and Linux * fixed minimize bug * macOS / iOS: * updated to macOS 10.13.5 Beta (17F59b) / iOS 11.3.1 (15E302) * modified FileSystem so that macOS resembles the windows version in its behaviour * logging is working now on macOS / iOS: fixed issue #26 "No logging on macOS". To access iOS Logs after the application finished. Open the Devices and Simulator window in XCode and download the container for the app. The log can be found in the Contents of the container, in Appdata/Documents folder * Threads on macOS and iOS were not being joined on destruction, now they are * Building for macOS now only outputs errors and warnings, reducing the output to only the important info * NuklearUI: added a new tree branch system to enable tabs in the future
Closing this as logging has been enabled for both macOS and iOS in the latest Pull request: #43 |
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Is there any chance you could fix logging on macOS? Is there any other way of getting the performance score (some avg fps)?
The-Forge/Common_3/OS/Logging/LogManager.cpp
Line 60 in ed732fc
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