Spellcaster Studios

Make it happen…

Tag Archives: opengl

HLSL2GLSL

My plan from the start was to use a converter to get my HLSL shaders to GLSL on the OpenGL version of Gateway… I was going to achieve this by using hlsl2glsl, but after fumbling around it for a bit, I don’t think I can use it without breaking much more stuff than it’s worth: […]

VBO and Alpha

Spent sometime today working with interleaved VBOs and indexed primitives in OpenGL… The way OpenGL seems to handle the VBOs is weird for me… For example, in D3D, I can say when I create a vertex buffer that I don’t care about the actual contents of the data I’m loading… That means I can write […]

Textures

OpenGL tests didn’t progress as much as I wanted, because I had to code a DDS loader for OpenGL (something that D3D provides with the D3DX library… OpenGLs way is better, in my opinion, that shouldn’t be part of the graphics API, but it saves time!). This is complex because DDS is a patchwork format […]

Transforms and colors

Doing some progress… There’s a fun part in this OpenGL nonsense… figuring out an API and getting stuff to work with it is like rediscovering 3d graphics and fast forwarding 10 years of learning! First of all, got transforms to work: First with glm, then I wanted to bring in my own matrix library, since […]

Starting on the porting…

That title might be an overstatement… I want to make “Gateway” available in multiple platforms, more precisely Windows, Linux and Mac. Problem is that it was created on top of Cantrip, my small-scale engine for jams and 48-hour compos, which isn’t exactly “cross-platform”… It couldn’t be further from that… Number one, it’s built using a […]