OpenGL porting – Part 6
I swear I’m almost done with the development environment screenshots!
Today I did a lot of progress on the OpenGL porting, hopefully tomorrow I’ll be able to finally display something on the screen beyond the yellow screen I have currently!
There’s a lot of stuff that OpenGL works differently from DirectX (most of it is because of DirectX’s fixed function pipeline compatibility, that I was using until a few months ago), so I have to reverse the way some stuff works… Textures used to be something rather fixed on Cantrip (not on Spellbook, though), so a specific texture name (“map0”, for example) was going to be bound to sampler 0. On OpenGL, there is no independence of “vertex/pixel constants” and “samplers”, so I have to ask the shader where does he want me to place stuff for it.
It’s a simple change, but it makes me have to reverse the way I build certain stuff…
Now listening to “The Skrillex Remixes”
Link of the Day: I’ve been following the development of this one for some time now, and although the game doesn’t seem to be my kind of thing, it has terrific ambiance… Here’s the new trailer for it:
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