[1:16:39][Consider cleaning up the lighting box data][:"platform layer"]
[1:21:52][Return from OBS crash][:admin :speech]
[1:22:09][Move the LightBoxes from game_render_commands to render_group and relieve the operating system of allocating them for us][:memory :"platform layer"]
[1:31:43][Prevent PushLighting() from being called twice, also moving handmade_render.{cpp,h} and handmade_render_group.{cpp,h} into the "retired" directory][:admin :memory]
[1:35:12][:Run the game to see the :lighting working just fine][:rendering]
[1:35:48][Determine to generalise texture management][:api :rendering :speech]
[1:37:29][Change win32_renderer_test.cpp to be OpenGL only][:hardware :rendering]
[1:41:04][Set up to test the OpenGL :memory allocation][:speech]
[1:42:32][Enable win32_renderer_test.cpp to allocate OpenGL buffers][:memory]
[1:46:16][Step through win32_renderer_test.cpp to see that all is okay][:hardware :rendering :run]
[1:49:45][Make win32_renderer_test.cpp call PushFullClear() and hit the situation where we need to talk to the renderer][:hardware :rendering]
[1:52:42][Q&A][:speech]
[1:53:24][@jim0_o][Q: Are you going to check the recording that ended in an app crash?]
[1:54:17][@genos3][Q: Is Vulkan worthwhile for the performance gain over OpenGL?][:api]
[1:55:32][@sratke][Q: Will you take this opportunity to implement the d3d backend?][:api]
[1:56:06][@frostyninja][How long is lunch break?]
[1:56:23][@genos3][Q: Are there practical solutions to reducing the fill rate in the software renderer?][:rendering]
[1:56:59][@uplinkcoder][Q: Isn't every graphics :API just a middleman?]
[1:59:04][@joesweeney][Q: How do you recommend a beginner get better at writing platform layers? Is the only way to just write a bunch of them to figure out the common patterns?][:"platform layer"]
[1:59:24][@Rounin][Q: I'm one of the Linux people. Please don't give us Vulkan][:api]
[2:00:53][Close it down for a timezone-appropriate meal][:speech]