[1:09][Run the game and note a bug when walking up the stairs after resizing the window]
[5:52][Consult docs.GL to see whether or not the glScissor operates relative to the viewport[ref
site="docs.GL"
page="glScissor"
url="http://docs.gl/gl3/glScissor"]]
[7:03][handmade_opengl.cpp: Make OpenGLRenderCommands() do glScissor() in the space of the DrawRegion]
[12:23][handmade_math.h: Introduce a version of Offset() which takes a rectangle2i]
[13:11][Run the game and see if that is now correct]
[13:28][handmade_opengl.cpp: Enable OpenGLRenderCommands() to reset the glScissor() whenever we clear]
[17:47][Run the game, see how that now looks and investigate why the render target is being offset]
[26:21][handmade_opengl.cpp: Make OpenGLRenderCommands() call OpenGLBindFramebuffer()]
[27:19][Run the game and see that it works]
[28:17][handmade_opengl.cpp: Make OpenGLRenderCommands() instead set the CurrentRenderTargetIndex to a bogus value up front, so we know we're going through the same path]
[29:04][Run the game and see that this uses the correct viewport]
[1:02:40][@snoringtortoise][Not sure what the minimum OpenGL version the game supports, but according to OpenGL.org, the GL_MAJOR_VERSION and GL_MINOR_VERSION are only available in OpenGL 3.0 and above. On lower versions you have to parse the GL_VERSION string[ref
[1:08:40][Debugger: Run the game and check out our parsed OpenGL version number]
[1:09:35][@danyguag][So I am designing a 3D game engine and want to first write a software renderer for it to learn more about renderers. Do you think I should go straight for OpenGL or software renderer and then OpenGL?]