Spellcaster Studios

Make it happen…

OpenGL Porting – Part 14

A couple more bugs down, a few dozens to go!

Today was rather productive… Fixed the sampling system (didn’t notice there was a sampler object in OpenGL that kind of makes it more similar to DirectX in terms of sampling properties), fixed the 2d render accuracy (needed to offset the coordinates a bit to make it match DirectX and to get smoother texture sampling), and fixed the map and font rendering (which had an issue with the sampling… Was trying to use mip-mapping when the texture didn’t have mip-maps… DirectX just ignores it in this case).

screen357

Next, check out why the models aren’t rendering properly, why the stars don’t display and why the fade in/out doesn’t work anymore…

Now listening to “We Are The Void” by “Dark Tranquility”

Link of the Day: I don’t really know what this game is all about, but the presentation is amazing and the trailer is really well done!

Comment