Filed Under: Journal - Development - Game Development
Time to get this ball rolling. I've figured out that OpenGL does nothing to give you a framebuffer, it just sort of 'attaches' itself to an existing one. I guess this is where SDL's ability to give you an OpenGL context comes in. We can still use SDL to do all of the interface and surface creation, and hand only rendering off to OpenGL. Here's something odd, after setting up the SDL surface with SetVideoMode it would seem that the pointer should be discarded. I suppose that makes sense since GL will be doing everything to it directly. I wonder what happens if you try to do SDL_* operations on a GL surface? Not in the mood for another hard crash right now, so I think I'll leave that question for the history books :).
Ok, here's a question for you. What is the difference between a Projection Matrix and a Model Matrix?