Minecraft Java is switching from OpenGL to Vulkan for the Vibrant Visuals update
「 To start with, we recommend our modding community look at moving away from OpenGL usage. We encourage authors to try to reuse as much of the internal rendering APIs as possible, to make this transition as easy as possible. If that is not sufficient for your needs, then come and talk to us! 」
Olá, Fediverso!
Sou programadora e #gamedev generalista.
Em 2025 dirigi dois jogos e atualmente me preparo para desenvolver um projeto mais sério em 2026.
Tô no fediverso desde 2022 mas usar redes sociais nunca foi um hábito, não vejo muita graça, mas espero conseguir compartilhar mais coisas dessa vez.
Interesses: #gamedev #programação #godot #sdl #opengl #gamedesign #retro #gaming #retrogaming
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.
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.
This week on the blog: The first half of my pseudo-historical tour of OpenGL. OpenGL is a *deeply weird* library and it changed a lot over the years. I set up an extremely simple program that just draws a textured quad and then walk forward through the relevant changes that are introduced over the decades.
This split neatly into pre- and post-shaders being a thing, so this week I push OpenGL 1.x as far as it goes while staying in the main spec.
https://bumbershootsoft.wordpress.com/2025/09/27/upgrading-our-way-through-opengl-1-x/
This week on the blog: The first half of my pseudo-historical tour of OpenGL. OpenGL is a *deeply weird* library and it changed a lot over the years. I set up an extremely simple program that just draws a textured quad and then walk forward through the relevant changes that are introduced over the decades.
This split neatly into pre- and post-shaders being a thing, so this week I push OpenGL 1.x as far as it goes while staying in the main spec.
https://bumbershootsoft.wordpress.com/2025/09/27/upgrading-our-way-through-opengl-1-x/
Hey #OpenGL and #graphics people, are there any graphics profiling/instrumentation/frame debugger solutions which work with OpenGL on modern non-Windows systems? Something à la #RenderDoc but that works on #Wayland or Apple Silicon Macs. To do frame debugging right now I have to log out of my Wayland session on my #Linux desktop and log in to #X11, which is uber-broken on my mixed DPI fractional scaling multi monitor setup... #programming #graphicsprogramming #macdev
Hey #OpenGL and #graphics people, are there any graphics profiling/instrumentation/frame debugger solutions which work with OpenGL on modern non-Windows systems? Something à la #RenderDoc but that works on #Wayland or Apple Silicon Macs. To do frame debugging right now I have to log out of my Wayland session on my #Linux desktop and log in to #X11, which is uber-broken on my mixed DPI fractional scaling multi monitor setup... #programming #graphicsprogramming #macdev
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck
So I'm rendering stuff in the following order:
1. Background image
2. Background fluid color, opaque
3. Sprites etc
4. Foreground fluid color, transparent
So where there's fluid, you should not see the background image, right
SO WHY DO I SEE A BACKGROUND IMAGE
Worse, if I remove the call to draw the foreground fluid, OR make the foreground fluid transparent, IT BEHAVES AS I EXPECT AND THE BACKGROUND IMAGE GOES AWAY
What the actual fuck