[1:59:21][@insofaras][Try using GL_RED_INTEGER instead of GL_RED]
[1:59:52][handmade_opengl.cpp: Make OpenGLRenderCommands() use GL_RED_INTEGER for the LookupTexture]
[2:01:27][Run the game to see that our texture lookup is now correct]
[2:02:02][handmade_opengl.cpp: Switch the lookup texture back to using the regular integer]
[2:05:00][Run the game now storing the texture in integers]
[2:05:31][@k2t0f12d][Needs more 0x738]
[2:05:54][@jlwiza1][I was wondering if you checked out GPUOpen]
[2:06:06][@senjai][How much prep do you do before every episode?]
[2:07:04][@ttbjm][I'm curious if fixing the WM message bug also fixed the crash in RenderDoc]
[2:07:25][@jameswidman][re shader debugging: "\[1\] Shader debugging is supported on Kepler family GPUs for Direct3D 11 and OpenGL \[4.2 to 4.5\]. Direct3D 12 & Vulkan APIs and Maxwell & Pascal family GPUs will be supported in upcoming releases." -- source: https://developer.nvidia.com/nsight-visual-studio-edition-requirements]
[2:07:45][@bleedingegg][In my experience it's very good for developing GLSL to keep shaders in files, and have the software automatically reload them if they're changed. You can change them on the fly to try out different things. You also get syntax highlighting, and you can use #line to offset the line number for better error messages]
[2:08:35][@abarishu][Off topic, so it's ok to ignore if you're in a hurry. Do you have any experience with rendering "impossible" spaces? Like in Antichamber or the secret levels of Duke Nukem 3D?]
[2:09:39][Inspect our integer image]
[2:10:26][Try to debug in RenderDoc with 0x738 fixed]