[1:08:32][@nxsy][Can we verify the vsync somehow?]
[1:09:00][@SoysauceTheKid][Are there any stretching issues when going from u,v coordinates to screen coordinates? If so, how would you fix it?]
[1:09:53][@macielda][The texture name you are binding is always zero after the first iteration]
[1:10:18][@insofaras][I think in old OpenGL you don't even need glGenTextures, you can just pick your own arbitrary ints]
[1:10:31][win32_handmade.cpp: Set GlobalBlitTextureHandle = 1; rather than using glGenTextures]
[1:12:51][@robrobby][Would Texture Filtering (->GL_NEAREST) even occur when image and texture size is the same as it is now?]
[1:13:39][@garryjohanson][In your professional career what GPU library have you preferred, such as OpenGL, DirectX, GLSL, etc.? Which one do you currently use and why?]
[1:14:03][@ChronalDragon][Later on, after we upgrade to more modern OpenGL, will the game render into a framebuffer and then onto the same triangles, or will you just have it render directly to the main window buffer?]
[1:15:25][@macielda][Before you removed the Init variable and inline initialization of the texture you were always passing 0 as the name, by the way]
[1:15:56][@macielda][So there is no way to blit directly to the back buffer anymore?]
[1:17:29][@robrobby][Is there a difference in speed now we use OpenGL to move the buffer to the GPU?]
[1:19:41][@garryjohanson][Is there a way you know of to optimize PCI transfers between CPU and GPU using OpenGL?]
[1:22:39][@sssmcgrath][I dunno if this is applicable to the last question, I literally just got here, but glTexSubImage2D could be faster than glTexImage2D]
[1:23:03][Blackboard: glTexImage2D vs glTexSubImage2D]
[1:29:26][@quartertron][At what point in that chain of gl commands does the card actually get involved? Command dependent? Driver dependent?]