I haven't tried compiling whole Handmade Hero with winegcc, but simple dll/exe files work for me. …
Do anybody had any luck making winegcc from the part when we load code dynamically ? (day 21 to 23…
I've written a devlog about sorting for libLepre, and mentioned this thread. Thanks guys :)
Casey[/quote] One thing I miss when using templates is seeing the templated code after the templat…
Well really you don't even need to do anything "more" than what C++ attempts to do in order for it…
@Casey Thanks for getting back to me - I had a feeling this was the case. That being said, when I …
When I put glFinish() just before SwapBuffers, then I get everything displayed correctly. Magic...…
That is very good to know! For Handmade Hero, we could easily decide to just not do sRGB at all, b…
Yes, generally speaking once you have a meta pass in your build, you can just generate whatever yo…
I don't know for sure, but it is probably very uncommon not to specify that flag... I have never m…
I don't know. It shouldn't be like that. This happens also on my machine, so I'm trying to figure …
@Casey On Day 140, you mention you normally don't hand-roll linked-lists that require arbitrary de…
andre —
thanks a lot. that helped! now openGL works too. but why is it? bye phil
Try to enable double buffering flag when choosing pixel format.
andre —
yeah...that was it! thanks!! cpu-renderer works now with textures (strange because i read itin th…
Software renderer works fine for me. Are you running executable from "data" directory where all th…
andre —
hi casey! i tried various days without openGL, like 104 but no hero-textures, only coloured blocks…
On Android GL_EXT_sRGB (for texture, framebuffer and renderbuffer object) is supported for ~36% de…
I also get black screen with latest source (Windows 10 x64, Nvidia GTX 970, latest drivers). Not s…
I should also say I don't know about mobile - it may be that sRGB isn't common there, I have no ex…
If you rewind back to a day before hardware rendering, does it work then? Just wondering if you a…
andre —
hi folks! i joined HMH (pre order) a few days ago.... coming from android/libgdx... going a step f…
I see. Right, only ES profile and very old (or very wierd) GPU's doesn't support sRGB textures:
It is extraordinarily rare these days to have a GPU that does not suppose sRGB, so the real answer…
Yeah, that might be the case. Either some package or your distribution configures permission for e…
Dan —
Thanks very much for the evdev documentation! I couldn't find it for some reason :/ I was literal…
Thanks, I was looking in the wrong direction then. That seem to work fine, whole screen is filled.…
SDL uses pretty much the same mechanism - reading events from /dev/input. glfw also: Here is docu…
Dan —
I am starting to build a game from scratch using X11/GLX for Linux. I know on Windows, you typical…
Yeah, code there is a bit incorrect. Projection matrix is fine - it uses width and height for siz…