Initializing OpenGL on Windows
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0:53handmade.h: Consult the TODO list
0:53handmade.h: Consult the TODO list
0:53handmade.h: Consult the TODO list
4:02win32_handmade.cpp: Promote hardware acceleration to the top of the TODO list and embark on it
4:02win32_handmade.cpp: Promote hardware acceleration to the top of the TODO list and embark on it
4:02win32_handmade.cpp: Promote hardware acceleration to the top of the TODO list and embark on it
5:55Run the game and note the weird fade thing
5:55Run the game and note the weird fade thing
5:55Run the game and note the weird fade thing
6:58Set the stage for OpenGl
6:58Set the stage for OpenGl
6:58Set the stage for OpenGl
8:33build.bat: Link to opengl32.lib
8:33build.bat: Link to opengl32.lib
8:33build.bat: Link to opengl32.lib
9:40win32_handmade.cpp: #include opengl32.h>
9:40win32_handmade.cpp: #include opengl32.h>
9:40win32_handmade.cpp: #include opengl32.h>
13:06win32_handmade.cpp: Introduce Win32InitOpenGL
13:06win32_handmade.cpp: Introduce Win32InitOpenGL
13:06win32_handmade.cpp: Introduce Win32InitOpenGL
15:30Blackboard: OpenGL on Windows
15:30Blackboard: OpenGL on Windows
15:30Blackboard: OpenGL on Windows
23:22Blackboard: "DC" -> Device Context
23:22Blackboard: "DC" -> Device Context
23:22Blackboard: "DC" -> Device Context
28:49win32_handmade.cpp Write Win32InitOpenGL
28:49win32_handmade.cpp Write Win32InitOpenGL
28:49win32_handmade.cpp Write Win32InitOpenGL
31:55win32_handmade.cpp: Disable Win32DisplayBufferInWindow
31:55win32_handmade.cpp: Disable Win32DisplayBufferInWindow
31:55win32_handmade.cpp: Disable Win32DisplayBufferInWindow
32:39win32_handmade.cpp: Insert some OpenGL in this function
32:39win32_handmade.cpp: Insert some OpenGL in this function
32:39win32_handmade.cpp: Insert some OpenGL in this function
37:28Run the game and note that "we have no such pink screen to speak of"α
37:28Run the game and note that "we have no such pink screen to speak of"α
37:28Run the game and note that "we have no such pink screen to speak of"α
37:49win32_handmade.cpp: Call Win32InitOpenGL, run the game and hit an InValidCodePath
37:49win32_handmade.cpp: Call Win32InitOpenGL, run the game and hit an InValidCodePath
37:49win32_handmade.cpp: Call Win32InitOpenGL, run the game and hit an InValidCodePath
38:28Internet: PIXELFORMATDESCRIPTOR1
38:28Internet: PIXELFORMATDESCRIPTOR1
38:28Internet: PIXELFORMATDESCRIPTOR1
44:08win32_handmade.cpp: Initialise this struct
44:08win32_handmade.cpp: Initialise this struct
44:08win32_handmade.cpp: Initialise this struct
56:19Q&A
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56:19Q&A
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56:19Q&A
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56:29@pragmascrypt Funny the pink didn't show up on the stream. OBS problem?
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56:29@pragmascrypt Funny the pink didn't show up on the stream. OBS problem?
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56:29@pragmascrypt Funny the pink didn't show up on the stream. OBS problem?
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56:35@Connor_Rentz We all just saw a black screen, not a pink screen...
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56:35@Connor_Rentz We all just saw a black screen, not a pink screen...
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56:35@Connor_Rentz We all just saw a black screen, not a pink screen...
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57:03@cubercaleb According to this you should use 32 for the ColorBit2
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57:03@cubercaleb According to this you should use 32 for the ColorBit2
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57:03@cubercaleb According to this you should use 32 for the ColorBit2
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57:58@garryjohanson Curious if the CPU or the GPU actually communicates the information to the screen. I feel you mentioned this, but I forgot
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57:58@garryjohanson Curious if the CPU or the GPU actually communicates the information to the screen. I feel you mentioned this, but I forgot
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57:58@garryjohanson Curious if the CPU or the GPU actually communicates the information to the screen. I feel you mentioned this, but I forgot
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59:01@1213lac What are your thoughts about Vulkan?
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59:01@1213lac What are your thoughts about Vulkan?
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59:01@1213lac What are your thoughts about Vulkan?
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59:14@sssmcgrath If you're ever in the mood to do a straight-up unrelated tutorial stream, IO completion ports would be great cause I ain't reading about that ***
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59:14@sssmcgrath If you're ever in the mood to do a straight-up unrelated tutorial stream, IO completion ports would be great cause I ain't reading about that ***
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59:14@sssmcgrath If you're ever in the mood to do a straight-up unrelated tutorial stream, IO completion ports would be great cause I ain't reading about that ***
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59:40@ChaiLatteQuinoa What do you think of Nvidia GE Force does not clear memory?
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59:40@ChaiLatteQuinoa What do you think of Nvidia GE Force does not clear memory?
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59:40@ChaiLatteQuinoa What do you think of Nvidia GE Force does not clear memory?
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59:54@elxenoaizd Came in late. Do we have our own GL function pointers loaded now?
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59:54@elxenoaizd Came in late. Do we have our own GL function pointers loaded now?
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59:54@elxenoaizd Came in late. Do we have our own GL function pointers loaded now?
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1:00:39@insofaras Try a color other than pink? OBS might treat that as transparent
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1:00:39@insofaras Try a color other than pink? OBS might treat that as transparent
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1:00:39@insofaras Try a color other than pink? OBS might treat that as transparent
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1:01:09@slashac Do you know why they deprecate GL_ALPHA?
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1:01:09@slashac Do you know why they deprecate GL_ALPHA?
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1:01:09@slashac Do you know why they deprecate GL_ALPHA?
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1:01:27@Novynn You don't need the DescribePixelFormat call, since when you use ChoosePixelFormat it modifies your DesiredPixelFormat with the correct stuff
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1:01:27@Novynn You don't need the DescribePixelFormat call, since when you use ChoosePixelFormat it modifies your DesiredPixelFormat with the correct stuff
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1:01:27@Novynn You don't need the DescribePixelFormat call, since when you use ChoosePixelFormat it modifies your DesiredPixelFormat with the correct stuff
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1:02:17@cubercaleb Since we will have a depth buffer, does the Z-sort really matter anymore?
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1:02:17@cubercaleb Since we will have a depth buffer, does the Z-sort really matter anymore?
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1:02:17@cubercaleb Since we will have a depth buffer, does the Z-sort really matter anymore?
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1:03:12@Novynn My bad! Looks like OpenGL docs are lying to me again
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1:03:12@Novynn My bad! Looks like OpenGL docs are lying to me again
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1:03:12@Novynn My bad! Looks like OpenGL docs are lying to me again
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1:03:22@Ikkir_Isth Going to be doing multiple GL versions, or just the minimum for general Win XP machines? (What version are most of them even on anyway?)
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1:03:22@Ikkir_Isth Going to be doing multiple GL versions, or just the minimum for general Win XP machines? (What version are most of them even on anyway?)
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1:03:22@Ikkir_Isth Going to be doing multiple GL versions, or just the minimum for general Win XP machines? (What version are most of them even on anyway?)
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1:04:08@Snovind92 Would there be any benifit of using the new versions of OpenGL for a game like Handmade Hero?
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1:04:08@Snovind92 Would there be any benifit of using the new versions of OpenGL for a game like Handmade Hero?
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1:04:08@Snovind92 Would there be any benifit of using the new versions of OpenGL for a game like Handmade Hero?
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1:04:30@MadEqua Is there a difference when calling a function (like glClear()) on the opengl32.lib vs the one on the graphics driver dll?
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1:04:30@MadEqua Is there a difference when calling a function (like glClear()) on the opengl32.lib vs the one on the graphics driver dll?
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1:04:30@MadEqua Is there a difference when calling a function (like glClear()) on the opengl32.lib vs the one on the graphics driver dll?
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1:04:46Blackboard: Code library vs Import library
1:04:46Blackboard: Code library vs Import library
1:04:46Blackboard: Code library vs Import library
1:06:36@Quatzequatel Since we are using OpenGL, will you be modifying our 2.5D'ness or keep the code as is?
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1:06:36@Quatzequatel Since we are using OpenGL, will you be modifying our 2.5D'ness or keep the code as is?
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1:06:36@Quatzequatel Since we are using OpenGL, will you be modifying our 2.5D'ness or keep the code as is?
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1:06:49@evraire For ChoosePixelFormat() were we not supposed to specify iPixelType and set it to PFD_TYPE_RGBA?
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1:06:49@evraire For ChoosePixelFormat() were we not supposed to specify iPixelType and set it to PFD_TYPE_RGBA?
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1:06:49@evraire For ChoosePixelFormat() were we not supposed to specify iPixelType and set it to PFD_TYPE_RGBA?
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1:07:27win32_handmade.cpp: Set DesiredPixelFormat.iPixelType
1:07:27win32_handmade.cpp: Set DesiredPixelFormat.iPixelType
1:07:27win32_handmade.cpp: Set DesiredPixelFormat.iPixelType
1:08:14@angus_holder So by linking against opengl32.lib we don't need to use GetProcAddress at all with OpenGL?
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1:08:14@angus_holder So by linking against opengl32.lib we don't need to use GetProcAddress at all with OpenGL?
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1:08:14@angus_holder So by linking against opengl32.lib we don't need to use GetProcAddress at all with OpenGL?
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1:08:56Blackboard: Dynamic link table
1:08:56Blackboard: Dynamic link table
1:08:56Blackboard: Dynamic link table
1:14:56@1213lac Since you are complaining about windows pretty often, why don't you use another operating system?
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1:14:56@1213lac Since you are complaining about windows pretty often, why don't you use another operating system?
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1:14:56@1213lac Since you are complaining about windows pretty often, why don't you use another operating system?
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1:15:48@MrSlick1015 Do you think for the OS X port will you need a wrapper written in Objective-C to get use OpenGL and make a window?
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1:15:48@MrSlick1015 Do you think for the OS X port will you need a wrapper written in Objective-C to get use OpenGL and make a window?
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1:15:48@MrSlick1015 Do you think for the OS X port will you need a wrapper written in Objective-C to get use OpenGL and make a window?
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1:16:20@garryjohanson This is probably dumb, but what about offloading much of the computing we are doing onto the GPU using OpenCL, then not use OpenGL and keep things mostly as is?
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1:16:20@garryjohanson This is probably dumb, but what about offloading much of the computing we are doing onto the GPU using OpenCL, then not use OpenGL and keep things mostly as is?
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1:16:20@garryjohanson This is probably dumb, but what about offloading much of the computing we are doing onto the GPU using OpenCL, then not use OpenGL and keep things mostly as is?
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1:17:37@cubercaleb Over the break I wrote a program that generates OpenGL function pointer declarations and initialization by scanning cpp/h files to determine what needs to be added. Do you plan on doing something similar for Handmade Hero or will you keep it simple?
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1:17:37@cubercaleb Over the break I wrote a program that generates OpenGL function pointer declarations and initialization by scanning cpp/h files to determine what needs to be added. Do you plan on doing something similar for Handmade Hero or will you keep it simple?
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1:17:37@cubercaleb Over the break I wrote a program that generates OpenGL function pointer declarations and initialization by scanning cpp/h files to determine what needs to be added. Do you plan on doing something similar for Handmade Hero or will you keep it simple?
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1:17:54@slashac How bad is an if statement in a shader?
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1:17:54@slashac How bad is an if statement in a shader?
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1:17:54@slashac How bad is an if statement in a shader?
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1:18:13@Vidster88 Have you ever programmed for a console?
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1:18:13@Vidster88 Have you ever programmed for a console?
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1:18:13@Vidster88 Have you ever programmed for a console?
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1:18:42@Longboolean Linux has windows vista beat
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1:18:42@Longboolean Linux has windows vista beat
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1:18:42@Longboolean Linux has windows vista beat
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1:19:50Wind it down
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1:19:50Wind it down
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1:19:50Wind it down
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