[0:09][Recap and set the stage for the day, with a few words on loadable shaders and heredoc indentation]
[2:45][handmade_opengl.cpp: Try out @mmozeiko's idea to put a closing quote before the heredoc text]
[3:41]["Unfortunately it looks like here 4coder is too smart for us"][quote 588]
[4:27][Spec out a possible string opener for 4coder to understand]
[5:31][@mmozeiko][Oh, that worked: __blablaFOO]
[5:37][handmade_opengl.cpp: Play further with the heredoc stuff, before admitting defeat for now with thanks to @mmozeiko]
[7:19][Run the game to see where we last left off, noting that we are perhaps taking an unproductive approach in developing the system for the GPU]
[11:35][Switch our development of the lighting system to the CPU-side]
[13:53][handmade_render_group.cpp and handmade_world_mode.cpp: Introduce LightingTest() in order to enable UpdateAndRenderWorld() to hijack the RenderGroup]
[19:16][Run the game to see our sprites]
[19:40][handmade_render_group.cpp: Enable LightingTest() to edit the vertices]
[21:45][Run the game to see a completely whitewashed screen]
[1:49:07][@kim_jorgensen][Could you enable the overlay. Your head is in the way]
[1:49:35][Consult Microsoft Spy++ for the currently open programs]
[1:52:38][@mmozeiko][Sorry the trick didn't work, it works for editor I use. There is an option to try to use old non-raw string literals: char* shader = STRINGIFY( ... write multiline code here ... ); where STRINGIFY is macro with # preprocesor thing. Compiler will smush multi-line code into one-line string and you'll lose line numbers in error messages, but they don't seem to be used on stream anyway]
[1:53:44][handmade_opengl.cpp: Try to #define SHADER_CODE in an effort to enable 4coder to indent our shader code]
[1:58:28][@thecrypticmind][Hi! Not sure if this might be something for the forums, but I am on Day 60 and I just swapped to develop on my laptop and am noticing that I am missing the frame rate pretty frequently when Sleep is called: it misses with a few ms. My output log is not as smooth as yours with 33.33m/s every log message, but instead it fluctuates a bit over it. Is this something that gets addressed further down in the episodes?]
[1:58:44][@Brian][Did the black overlay disapear during the stream, or during Q&A? From the code, if TargetActive, we fade in the CornerWindow. But if the countdown has finished and what not, then it is not active any more]
[2:00:01][@mmozeiko][You can do char* shader = SHADER_CODE(n#include "shader.h"n); and then put code in new shader.h file, maybe then indentation will be fine afterwards]