#OpenGL

2025-12-12

I'll stream and things today, 12/12, at 12pm CST/ 18:00 UTC

twitch.tv/endparen

I didn't think I'd have time today due to IRL things but I suddenly have some time. We'll start by cleaning up / archiving a failed index buffer attempt and then will find the next issue that needs tackling.

2025-12-12

I was looking for a way to display mouse-over context information in a 3D scene, and the solution I came up with is to encode the ID of each object into colors, and render that to an off-screen framebuffer. Then, I can simply look up the pixel at the current cursor coordinates and get the ID!

It feels like a cheeky hack, but honestly I can't think of any other practical way for this - does anyone know how games and such do this?

#graphicsProgramming #webgl #opengl #3d

A 3D rendered wireframe model of a shark, where the cursor is pointing at one particular edge and a tooltip displays information about it.Another 3D render of the same shark, but now the various edges and corners are colored in different shades of blue and green.
2025-12-12

#OpenGL hatte nen Bug. Einfach so. Hab zum Glück Timeshift installiert und konnte zu nem stabilen Snapshot zurückspringen. Ohne hätte ich #Linux neu aufsetzen müssen. Es bleibt also dabei: Linux ist nicht ausgereift und wird es auch nie sein. Ist halt das Konzept. Linuxanwender sind Betatester auf ewig. Deshalb wird es auch für immer das superstabile #Windows geben, neben #MacOS. Linux ist und bleibt Spielkram und ist für einen produktiven Einsatz nicht zu gebrauchen. Egal, dafür ist's for free.

2025-12-10

ICYMI, Here's me showing off some #graphics, from my 20 years in #JavaScript #development: I implemented the #OpenGL spec, without using #WebGL just to prove
it was possible! #3D sgxengine.com/gl4js/ #sgx #sfx

2025-12-09

Here's me showing off some #graphics, from my 20 years in #JavaScript #development: I implemented the #OpenGL spec, without using #WebGL just to prove
it was possible! #3D sgxengine.com/gl4js/ #sgx #sfx

Nicolas Martyanoffgaldor@fosstodon.org
2025-12-06

[1/2]
I spent the evening preparing utilities to deal with meshes using modern #OpenGL DSA (Direct State Access) functions in C. There is not a lot of clear information about it, so I used Grok as a partner to study the topic (just for research/analysis, I wrote the code myself). Very productive. Learned a lot, ended up with a very clear abstraction for VBO/IBO/VAO and support for several vertex attribute combinations (position + color and/or texture coordinates).

Hexler Heavy Industrieshexler
2025-12-06

editor update out today!

We've done more work on getting our stock projects to play nice with more of those lovely ES 3 drivers, added some first-class menu and keyboard shortcut support for modern systems, plus of course the usual fix-ups...

Happy Koding!

hexler.net/kodelife

2025-12-05

Sorry again for late notice but RL has been hectic.

I'm going to try streaming and things today 12/5 at 12pm CST / 18:00 UTC twitch.tv/endparen

Recently I was able to get SDF fonts working via GPU VBOs. However this broke multiple window fonts. Today we try to fix it.

2025-12-03

Finally I have worked through my subtle OpenGL bugs and have working SDF font rendering via pre-loaded VBOs with precomputed UV and geometry data.

There is still a lag with pointer highlighting but the stream test stays snappy and doesn't get progressively slower with each event displayed.

2025-12-01

Основы AGSL для android разработчика

В последние годы интерфейсы приложений становятся все более интерактивными. Простого эффекта нажатия на кнопку уже недостаточно - пользователи ждут живых анимаций и визуальной глубины. Но создание таких эффектов традиционно требовало от разработчиков значительных усилий. Представь: тебе нужно «поколдовать» над пикселями прямо в UI - добавить живой градиент, искажение картинки под пальцем, стеклянный блеск карточке и тому подобные эффекты. Раньше для этого приходилось прибегать к «тяжеловесам» таким как OpenGL/Vulkan, либо мучить CPU постобработкой битмапов. AGSL (Android Graphics Shading Language) решает это элегантнее: это язык фрагментных шейдеров, встроенный в сам графический стек Android, так что эффекты применяются прямо на уровне отрисовки интерфейса.

habr.com/ru/articles/971992/

#AGSL #opengl #vulkan #kotlin #android #3d #2d #мобильная_разработка #шейдер #мобильный_дизайн

Nicolas Martyanoffgaldor@fosstodon.org
2025-11-28

TIL about the GL_ARB_debug_output which provides a user callback to have all #OpenGL debug/error messages be signaled without having to call glGetError for every single OpenGL call.

A bit chatty because errors tend to happen at every single frame, but rate limiting identical messages is easy with a hash table. Oh and it's core since OpenGL 4.3.

SuperIludec_hl
2025-11-22

- Updated to 4.7.1

- Updated pl_mpeg

- Updated

- Updated to 1.6.50

- Updated to 4.2.8

- Updated to 2.2.0

- Moved mbedTLS config out of the source tree

- Added more examples/tests

- Added my talk slides from May, 2025


3/

SuperIludec_hl
2025-11-22

- fixed error message for library loading in win32

- fixed SQLite3 database opening in win32

- return empty object from GetNetworkInterfaces() on win32

- fixed curl on win32

- updated zip to 0.3.5

- Patched 4 to support all BMP formats (backport from allegro5).

- improved documentation

- Updated to 3.6.5

- Updated to 8.17.0


2/

SuperIludec_hl
2025-11-22

I just released v1.14.0 of on github.com/SuperIlu/DOjS/relea

New Features:
- SMK file playback via libsmacker
- SID playback using cRSID
- data reading
- Sound synthesis based on MicroModSynth from @benhencke

See thread below for more release details!


1/

2025-11-21

Streaming and debugging in an hour, 12pm CST/ 18:00 UTC.

twitch.tv/endparen

2025-11-21

I plan on streaming things today in appox. 4 hours at 12pm CST / 18:00 UTC. I failed in my plan to give extra notice yesterday. (sorry @screwlisp ) I'll try to send another reminder 1 hr before.

twitch.tv/endparen

Today might be more tedious work debugging vertex buffers and my attempt to transition to them for font atlases.

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