Using wglChoosePixelFormatARB
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0:47Blackboard: PBO's (Pixel Buffer Objects)
0:47Blackboard: PBO's (Pixel Buffer Objects)
0:47Blackboard: PBO's (Pixel Buffer Objects)
2:51Blackboard: Virtual Addresses, Physical Addresses and the TLB
2:51Blackboard: Virtual Addresses, Physical Addresses and the TLB
2:51Blackboard: Virtual Addresses, Physical Addresses and the TLB
4:59Blackboard: The GPU does not have access to the TLB
4:59Blackboard: The GPU does not have access to the TLB
4:59Blackboard: The GPU does not have access to the TLB
6:20Blackboard: How the GPU transfers the textures into its memory
6:20Blackboard: How the GPU transfers the textures into its memory
6:20Blackboard: How the GPU transfers the textures into its memory
12:52Load the code and set the stage for the day
12:52Load the code and set the stage for the day
12:52Load the code and set the stage for the day
14:56win32_handmade.cpp: Move wglGetProcAddress until after we have created a Context
14:56win32_handmade.cpp: Move wglGetProcAddress until after we have created a Context
14:56win32_handmade.cpp: Move wglGetProcAddress until after we have created a Context
17:25win32_handmade.cpp: Nullify the Context and try setting the PIXELFORMATDESCRIPTOR again
17:25win32_handmade.cpp: Nullify the Context and try setting the PIXELFORMATDESCRIPTOR again
17:25win32_handmade.cpp: Nullify the Context and try setting the PIXELFORMATDESCRIPTOR again
18:49Debugger: Step into wglMakeCurrent
18:49Debugger: Step into wglMakeCurrent
18:49Debugger: Step into wglMakeCurrent
21:25win32_handmade.cpp: Try destroying the Context a little later and then step through again to see if the pixel format got successfully changed
21:25win32_handmade.cpp: Try destroying the Context a little later and then step through again to see if the pixel format got successfully changed
21:25win32_handmade.cpp: Try destroying the Context a little later and then step through again to see if the pixel format got successfully changed
24:08win32_handmade.cpp: Introduce LoadWGLExtensions
24:08win32_handmade.cpp: Introduce LoadWGLExtensions
24:08win32_handmade.cpp: Introduce LoadWGLExtensions
25:08Crash 4coder and investigate what happened
25:08Crash 4coder and investigate what happened
25:08Crash 4coder and investigate what happened
28:39"Minidump with heap, bro"α
28:39"Minidump with heap, bro"α
28:39"Minidump with heap, bro"α
29:07A few words on the helpfulness of submitting crash reports to developers
29:07A few words on the helpfulness of submitting crash reports to developers
29:07A few words on the helpfulness of submitting crash reports to developers
30:09win32_handmade.cpp: Introduce Win32LoadWGLExtensions
30:09win32_handmade.cpp: Introduce Win32LoadWGLExtensions
30:09win32_handmade.cpp: Introduce Win32LoadWGLExtensions
32:44win32_handmade.cpp: Introduce Win32ChoosePixelFormat
32:44win32_handmade.cpp: Introduce Win32ChoosePixelFormat
32:44win32_handmade.cpp: Introduce Win32ChoosePixelFormat
41:24win32_handmade.cpp: Call Win32LoadWGLExtensions in Win32InitOpenGL and test to see whether or not we are able to get a ModernContext
41:24win32_handmade.cpp: Call Win32LoadWGLExtensions in Win32InitOpenGL and test to see whether or not we are able to get a ModernContext
41:24win32_handmade.cpp: Call Win32LoadWGLExtensions in Win32InitOpenGL and test to see whether or not we are able to get a ModernContext
44:53Debugger: Step into Win32LoadWGLExtensions and follow what happens
44:53Debugger: Step into Win32LoadWGLExtensions and follow what happens
44:53Debugger: Step into Win32LoadWGLExtensions and follow what happens
46:25win32_handmade.cpp: Revert to the old way of creating two DCs
46:25win32_handmade.cpp: Revert to the old way of creating two DCs
46:25win32_handmade.cpp: Revert to the old way of creating two DCs
48:11Debugger: See if we have any better luck with thatβ
48:11Debugger: See if we have any better luck with thatβ
48:11Debugger: See if we have any better luck with thatβ
48:56Moment of realisation: We forgot to call Win32SetPixelFormat on WindowDC
48:56Moment of realisation: We forgot to call Win32SetPixelFormat on WindowDC
48:56Moment of realisation: We forgot to call Win32SetPixelFormat on WindowDC
49:56Debugger: Step into Win32SetPixelFormat and find that it works
49:56Debugger: Step into Win32SetPixelFormat and find that it works
49:56Debugger: Step into Win32SetPixelFormat and find that it works
52:12win32_handmade.cpp: Use WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB
52:12win32_handmade.cpp: Use WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB
52:12win32_handmade.cpp: Use WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB
53:48Run the game...
53:48Run the game...
53:48Run the game...
54:47...and see stuff that we cannot see on streamγ
54:47...and see stuff that we cannot see on streamγ
54:47...and see stuff that we cannot see on streamγ
55:37win32_handmade.cpp: Set WGL_DOUBLE_BUFFER_ARB to GL_FALSE for the benefit of the stream
55:37win32_handmade.cpp: Set WGL_DOUBLE_BUFFER_ARB to GL_FALSE for the benefit of the stream
55:37win32_handmade.cpp: Set WGL_DOUBLE_BUFFER_ARB to GL_FALSE for the benefit of the stream
56:03Run the game for us all to see
56:03Run the game for us all to see
56:03Run the game for us all to see
57:26Q&A
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57:26Q&A
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57:26Q&A
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57:40cubercaleb Aren't pretty much all games double buffered? If so, why doesn't OBS have problems capturing game footage for other games?
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57:40cubercaleb Aren't pretty much all games double buffered? If so, why doesn't OBS have problems capturing game footage for other games?
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57:40cubercaleb Aren't pretty much all games double buffered? If so, why doesn't OBS have problems capturing game footage for other games?
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58:55longboolean Does this mean Handmade Hero cannot be let's played?
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58:55longboolean Does this mean Handmade Hero cannot be let's played?
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58:55longboolean Does this mean Handmade Hero cannot be let's played?
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59:34nxsy There's a scene switcher plugin in OBS
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59:34nxsy There's a scene switcher plugin in OBS
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59:34nxsy There's a scene switcher plugin in OBS
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1:00:15cubercaleb Shouldn't we also call GetPixelFormat to make sure we got what we wanted?
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1:00:15cubercaleb Shouldn't we also call GetPixelFormat to make sure we got what we wanted?
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1:00:15cubercaleb Shouldn't we also call GetPixelFormat to make sure we got what we wanted?
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1:02:21cubercaleb So for games that is fine, but for something like photoshop I am assuming you would have to care?
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1:02:21cubercaleb So for games that is fine, but for something like photoshop I am assuming you would have to care?
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1:02:21cubercaleb So for games that is fine, but for something like photoshop I am assuming you would have to care?
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1:04:37laneatomic Have you started thinking about cross-platform support? I've missed quite a bit of the stream
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1:04:37laneatomic Have you started thinking about cross-platform support? I've missed quite a bit of the stream
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1:04:37laneatomic Have you started thinking about cross-platform support? I've missed quite a bit of the stream
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1:05:48ttbjm Is the GPU doing pre-multiplied alpha?
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1:05:48ttbjm Is the GPU doing pre-multiplied alpha?
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1:05:48ttbjm Is the GPU doing pre-multiplied alpha?
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1:08:34cixidota Are you staying with immediate mode?
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1:08:34cixidota Are you staying with immediate mode?
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1:08:34cixidota Are you staying with immediate mode?
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1:09:06dudeinbasement1 Could we do sRGB with a shader and not with glEnable?
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1:09:06dudeinbasement1 Could we do sRGB with a shader and not with glEnable?
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1:09:06dudeinbasement1 Could we do sRGB with a shader and not with glEnable?
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1:10:34erdomina Are we still going to do work on the debug UI?
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1:10:34erdomina Are we still going to do work on the debug UI?
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1:10:34erdomina Are we still going to do work on the debug UI?
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1:11:07cubercaleb Every time you go to answer a question and the cutscene loops, a pink screen appears
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1:11:07cubercaleb Every time you go to answer a question and the cutscene loops, a pink screen appears
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1:11:07cubercaleb Every time you go to answer a question and the cutscene loops, a pink screen appears
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1:12:08Wrap it up
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1:12:08Wrap it up
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1:12:08Wrap it up
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