OpenGL Porting – Part 8
Well, I promised no more screenshots of just my development environment… Sorry…
This is the first run of the OpenGL port… All code is in, but (obviously enough) it’s not working properly…
If I had Pix, I could just go in and see what variable is badly set, or what’s the state of the vertex buffers, etc…
Apparently, the only thing that’s working is the “clear screen” thing, but the thing with 3d graphics is that you go from this to working condition with just a couple of changes…
Now I need to go find a OpenGL debugger or something similar… No idea if such a thing exists or not, but I recall seeing something about one of those some time ago, need to search for the link…
Anyway, it feels good just to have the whole code, and I’m pretty sure 90% of it is actually correct (the shader part, mainly)… This is probably a Z-Buffer issue (the reversed Z thing, maybe?), or a “vertex load” issue…
Now listening to “Under the Same Sky” by “Sleeping Pulse”
Now playing “The Last Door”… A great indie pixel-art Lovecraftian graphical adventure… It’s a good example that the best terror is the one inside. You don’t nee fancy graphics to scare the player (and I think they actually would detract from the experience, imagination is a powerful thing!)
Link of the Day: This is another of those games that I don’t see myself playing (I like more “driven” games), but this last trailer for “No Man’s Sky” is impressive. It uses some of the techniques I’ve been using for “Gateway”, but they do it right!
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