sorry didnt mean to alienate anyone,
IH
I remember the guy who wrote Eschalon got an email from someone who profiled his game and told him his OpenGL code was inefficient.
So Ive been wondering if there is a better way of doing things.
It would be great to have more control over when to tell the hardware that drawing is finished for that frame.
One thing that I found difficult when looking at some OpenGL code was trying to get the images the right size and in the right place on the screen,
it seems you have to do complicated co-ordinate manipulations to get an image to behave like it does with software drawing e.g. drawimage(35,83) doesnt seem possible to do with openGL.
IH
I remember the guy who wrote Eschalon got an email from someone who profiled his game and told him his OpenGL code was inefficient.
So Ive been wondering if there is a better way of doing things.
It would be great to have more control over when to tell the hardware that drawing is finished for that frame.
One thing that I found difficult when looking at some OpenGL code was trying to get the images the right size and in the right place on the screen,
it seems you have to do complicated co-ordinate manipulations to get an image to behave like it does with software drawing e.g. drawimage(35,83) doesnt seem possible to do with openGL.