Starting with OpenGL
category: code [glöplog]
Fun fact of the day... I'm going for GL... you can expect a customer loader later this night...
Quote:
Again, try epoxy. :-) Switched from GLEW to it and not looking back.
I hadn't come across it before so I googled.
Github kink for 'libepoxy'
What I've got works for now, and it wouldnt be hard to swap to an alternative :)
'back in the day' I rolled my own and was planning to supercede GLEW when forced ot. But this does look like it will be useful. once I've got to certain point libepoxy has several wins over glew for my intended usage. Most notably the ES support.
Thanks for the heads up!
:) yeah my #1 feature request for pouet is (time-limited?) re-edit of posts to correct typos/badly formed URLs etc
This interesting page/online-tool just got posted in the LinkedIn OpenGL group
"Glad - Multi-Language GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs"
http://glad.dav1d.de/
"Glad - Multi-Language GL/GLES/EGL/GLX/WGL Loader-Generator based on the official specs"
http://glad.dav1d.de/
I'm using GL::load and I can't for the life of me see if GlGenTextures(or gl::GenTextures for that matter) being registered at all.
Using GDebugger: no textures at all apears to be registered(except for one which keeps getting the wrong pixel format while its suppose to be 5 (its a deffered rendrer) )
I'm wondering if its the function loader fault or something else in my OOP abortion.
Using GDebugger: no textures at all apears to be registered(except for one which keeps getting the wrong pixel format while its suppose to be 5 (its a deffered rendrer) )
I'm wondering if its the function loader fault or something else in my OOP abortion.
OK so i just ditched GlLoad for Glew and everything suddenly registers. Fuck my life for being stuck with faulty shit for over a year.
totally agree with EvilOne about D3D9 being a local maxima. it was a good one! :)
i was really hoping for Apple to embrace Vulkan... since they didn't it feels kind of doomed. oh well, Metal is quite nice.
i've been doing OpenGL for cross platformabilities lately too. nice to have same code run on OSX, iOS, Windows, and Android. kind of limiting though with regards to mixing in GPU compute.
i was really hoping for Apple to embrace Vulkan... since they didn't it feels kind of doomed. oh well, Metal is quite nice.
i've been doing OpenGL for cross platformabilities lately too. nice to have same code run on OSX, iOS, Windows, and Android. kind of limiting though with regards to mixing in GPU compute.