Tag Archives: opengl
So continuing on the work to port the game to OpenGL 3.2… I fixed the issue with my Ubuntu (the upgrade screwed up the owner of a .XAuthority file, and reset my nVidia drivers, so a chown and a download later, I was back in business)… Then the game decided to crash on “glGenSamplers”… But […]
So I figured out the issue… I didn’t have a “Vertex Array Object” associated to the rendering… It’s apparently the equivalent to Vertex Declarations on Direct3D… It’s easy to fix when you figure out the problem, but OpenGL is remarkably hard to search for in the net, since there’s a lot of versions available, and […]
So I started working on porting the game from OpenGL 3.2 with backwards compatibility to OpenGL 3.2 without any backwards compatibility… So, a lot of debug code and error checking… This was the first result: Not impressive… :\ So now I’m looking at what I’m missing there… The 2d part seems to work fine, the […]
As I said yesterday, I’m currently using GLFW to help me in the future to port the game from Windows to Linux and Mac… Of course, nothing goes according to plan… Problem number 1: I thought I could use GLFW to handle all the window/keyboard/mouse events, both in OpenGL and DirectX, but that is not […]
“How do I get the available resolutions in OpenGL?” This seems like a simple question, but it’s not! While on Direct3D, this is part of the API, it seems that it goes in fact straight to the Win32 API and retrieve that… So, OpenGL would have to do the same, and that obviously enough can’t […]
Today was quite productive, although there’s not much outside changes… Got the OpenGL multithreading error, and the cross-compiling support for ATI and nVidia GLSL working! I was quite surprised with the OpenGL multithreading, it worked at first try, and it’s actually a quite big piece of code! Anyway, also added the possibility of the player […]
Started the day nicely by fixing the bug with the planetary landing… the issue was that now we have two dropship objects (one in the ship, the other one in the planet), since we now preload the planet data, and the game decided that when it was the time to have the landing cutscene, it […]
After a long time (too long, really), finally got the OpenGL decals working… The problem ended up being something quite simple: in the Direct3D pipeline I was storing the W value for depth, while on OpenGL I was storing the Z value… Although the two values are quite similar in my test scenes, they’re different […]
Still in the middle of a massive flu, which might explain the fact that I can’t get decals to work on OpenGL… They almost work, but there’s something wrong somewhere, and I can’t figure out where! They only display if I remove one of the box checks (the Y axis), so my guess is that […]
Today I mostly worked on getting the render to texture to work properly on OpenGL… The nice part is that I didn’t have any kind of issue with the culling, all problems were due to the lack of Z-buffer: On DirectX, if you set a render target but not set a depth buffer, it uses […]