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Sign upAllocate GL objects into Vecs, then slice for return #80
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Since rust-lang/rust@7d3b0bf we can't do this with primitive vectors
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@larsbergstrom Are we pulling in this version of Rust for the upgrade? |
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@metajack No, we're only picking up through rust-lang/rust@e263ef1 , which is ~14 days ago. |
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I guess what you're saying is that I should be running a release Rust, and not from git? I can do that! I grabbed git out of habit, not because I actually need anything in it :) |
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No, we didn't say anything yet. You should probably be running head, and I want to accept this PR, but we must put it on a branch. I'll create a 0.11-pre branch. Can you submit this PR to that branch once I've done so? Alternatively we could keep master up to date with Rust master and create a branch for Servo. @larsbergstrom what do you think? |
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Sorry for this. Servo uses a non-release but not quite head version of Rust, so it makes managing some of our dependencies a little awkward. |
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@metajack It seems like it would be more consistent across all of our submodules if we always had master on Rust master and the Servo branch on Servo's Rust. Then whether they're upstream or something we actually own, the process is still pretty similar. |
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@larsbergstrom Ok. Merging this then and we'll start working on servo branch for our Rust. @robn Thanks for this patch! |
Allocate GL objects into Vecs, then slice for return
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Thanks guys! |
robn commentedApr 23, 2014
Since rust-lang/rust@7d3b0bf we can't do this with primitive vectors.
I might be describing this wrong. I only barely understand what's going on. But this gets it compiling again :)