cinera_handmade.network/cmuratori/hero/code/code323.hmml

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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Fixing Miscellaneous Bugs" vod_platform=youtube id=YssqJ7eDnv0 annotator=Miblo]
[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]
[29:48][Consult the issues[ref
site="GitHub"
page="HandmadeHero/cpp Issues"
url="https://github.com/HandmadeHero/cpp/issues"]]
[30:06][handmade_render.cpp: Make BlendRenderTarget() set the SourceRowAdvance to the SourceTarget->Pitch]
[30:23][Run the game, see no change but that it will indeed now be correct, and close the "Wrong pitch" issue]
[31:25][Determine to fix the "sRGB typo fix not saved?" issue, regarding the GL_VERSION comment]
[35:12][handmade_opengl.cpp: Make OpenGLGetInfo() call glGetIntegerv() to get the GL_VERSION[ref
site="docs.GL"
page="glGet"
url="http://docs.gl/gl3/glGet"]]
[38:58][Run the game, hypothesise that we've fixed the issue, and close it]
[39:58][Determine to fix the "Check GL init fallback" issue]
[40:38][win32_handmade.cpp: Make Win32InitOpenGL() always call Win32SetPixelFormat()]
[41:36][Run the game, believe the issue to be fixed and close it]
[42:28][Consider the "Unnecessary DescribePixelFormat" issue]
[45:13][Close that issue and determine to fix the "UseRenderTargets Bug" issue]
[46:34][handmade_opengl.cpp: Make OpenGLGetInfo() assume we don't have a framebuffer object]
[47:12][Run the game and crash]
[47:33][handmade_opengl.cpp: Make OpenGLRenderCommands() handle the situation in which we don't have a framebuffer object]
[54:22][Run the game and see that that's okay in both cases]
[55:37][Close that issue and determine to fix the "PackEntityIntoChunk linked list bug" issue]
[56:56][handmade_world.cpp: Fix the linked list in PackEntityIntoChunk()]
[59:46][Run the game, assume that it's fixed and close the issue]
[1:00:50][Q&A]
[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
site="OpenGL"
page="Get Context Info"
url="https://www.opengl.org/wiki/Get_Context_Info"]]
[1:03:13][handmade_opengl.cpp: Make OpenGLGetInfo() parse the GL_VERSION string]
[1:05:51][handmade_opengl.cpp: Introduce OpenGLParseNumber()]
[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?]
[1:10:28][@insofaras][sscanf(str, "%d.%d", major, minor)]
[1:12:21][Wrap it up]
[/video]