[1:50:46][handmade_opengl.cpp: Make OpenGLRenderCommands() pass MaxSampleCount - 1 to glTexImage2DMultisample(), and step in to find that we have 8x multisampling, but that it is not working properly]
[2:01:34][handmade_opengl.cpp: Try passing MaxSampleCount to glTexImage2DMultisample(), and run the game to find that it works]
[2:03:27][@sahfortv][Can you check if the status has changed after updating bind texture?]
[2:03:53][@randdalf][Did you remember to prefix your glTexImageMultisample2D with a WINAPI) (aka __stdcall prefix)? That's usually the cause of access violations for me]
[2:05:20][win32_handmade.cpp: Make Win32InitOpenGL call glTexImage2DMultisample()]
[2:06:37][@macielda][Your glTexParameteri needs to use GL_TEXTURE_2D_MULTISAMPLE instead of GL_TEXTURE_2D]
[2:08:36][@general1337][Is there a way to debug or have a visual example of the multisampling process?]
[2:09:03][@mathk_][Maybe we should use glDebugMessageCallback and glEnable(GL_DEBUG_SYNCHRONOUS) sometime, then we can assert in the callback and are able to see just where we gl error in the debugger]
[2:10:07][@snoringtortoise][You mentioned in a previous episode that one of the reasons for moving to 3D was due to performance concerns with the sorting. Would it have been a viable alternative to keep the sorting results in permanent storage and then each frame only re-sort the entities that have moved? Just considering that many entities like trees and traversables don't move]
[2:12:29][@macielda][Casey, I have started working on Handmade Vulkan port earlier today, is that okay? I got it to initialize properly and have done some groundwork for outputting rects. My current plan is to work on it this week]
[2:15:33][@macielda][So Alpha to Coverage does order-independent transparency just like that? Any serious limitations you can think of?]
[2:17:50][@snoringtortoise][For those of us who are very interested in engine development, what are some of the more advanced platform features that you would recommend investigating?]
[2:20:17]["The only reason that we ever did it is because Won insisted that we do it"][quote 552]
[2:21:26][@snoringtortoise][On the platform side like any debugging features, you mentioned a while ago that 1935's engine was light years ahead in that it is far more advanced]
[2:24:51][@thesizik]["Problem exists between Khronos and Casey"?]