[1:49:49][@soysaucethekid][For the lighting of the sprites, do you need to compensate for the angle offset if it's using the same light source as the terrain?]
[1:51:00][@AsafGartner][There seems to be a lot of banding around the lights]
[1:52:19][handmade_opengl.cpp: Try to make OpenGLInit() use a full floating point resolution back buffer]
[1:56:15][handmade_opengl.cpp: Try to make OpenGLRenderCommands() enable GL_DITHER]
[2:00:30][@flyingsolomon][As our hero does not represent the actual hero that saves our lives every day all over the world, I took liberty and made some corrections to the game art...]
[2:00:53][@stashiocat][What kind of rendering pipeline does this use? Forward? Deferred? Both?]
[2:01:24][@graeme7][is the debug text being lighted?]
[2:01:29][@mtsmox][Use sampler with shift key pressed to get info window]
[2:01:40][@flyingsolomon][I miss the little line showing the current filename inside 4coder. It was easier to follow that way]
[2:02:08][@areriff86][How expensive it will be if the light source is moving, for example, following the torch that hero could be carrying or the flying light projectile?]
[2:03:01][@uplinkcoder][Update CodeXL. It will not be able to step into the shader, but you should be able to see the OpenGL state]