#2Dreams game engine
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you can also cross compile for windows with mingw though
but
make your game work on one platform first
before thinking other platforms
you seem to be new to the whole game (sic) anyway, so dont worry about it yet
GL_RGBA8 and GL_RGBA and GL_UNSIGNED_BYTE
since you most likely be using stb image to load the pixel data from disk, which you should request with 4 channels (rgba) and not leave it as 0 (last param of that stbi_...load call
that is something every noob gets wrong lol
are you using sdl3? or sdl2 and its sdl_renderer?
dont mix sdl_renderer bits and opengl then, if you use sdl_renderer
or just use sdl and its window/input subsystems
ah
ok
I've removed the previous posts, because I'm not sure how to treat this account yet.
A bit of a requirement to get followers and wishlists.
I was playing around a bit with shaders.
Chromatic Aberation with a sub 1 texel offset doesn't look that bad and makes the image a bit softer.
I will have to revamp the """crt""" dot filter and make the noise temporal.
I also consider using a box filter to reduce number of texture sampling for brightPass blur from 18 to 4/5.
So far this is how the API looks like and I have in plans some form of easier way to setup order of pipelines than the manual task of picking the right framebuffer input textures all the time.
Currently there's no shader re-use, so if multiple pipelines ask for "res/shaders/passthrough.vert" they all request shader compilation and read from a file and free shader textFile, for now I don't think there will not be enough shaders for it to be a problem.
There's lots to work on still.