OpenGL porting – Part 2
Finally finished the “compile” part of the work…
The system now compiles in a OpenGL executable, and the amazing results is:
Which is to be expected, since I didn’t actually place any OpenGL code in it anymore, just breakpoints for when the code reaches that position… ![]()
So, coding time!
Now listening to “The Sinister Urge” by “Rob Zombie”
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