OK, so i got the comp entry in! Learned a lot, so i'm working on..
- rejigging my libraries so i can cross build against opengl desktop instead of opengl es so i can use
AMDs gDEBugger i have a platform.lib (handles window creation, timing and input), an API one (currently desktop gl) and handles the binding/connection beween desktop gl and the platform lib (using the wglxx functions in wingdi)
got the above done for desktop gl yesterday with a few of other features (like being able to dynamically switch full screen/windowed mode via alt-enter)
next tasks
- separate the opengl thread from the thread running the message pump and a mutex access to queued input in a list from the main gl thread
- having the app be a win32 app that can optionally create a console, not a console application that creates a window
- create platform libs for GL ES on windows (mostly just a case of code refactoring)
- then i'm gonna port my udg challenge entry to desktop gl (which should actually take about 5 minutes)
- then with a copy of the project improve my "grid" code to handle UDGs as meshes (in a variable x+y size fashion too) and be able to optimise them properly with a x-axis like algorithm that stretches square triangle pairs into adjacent rectangles swallowing up adjacent pairs if they match, then a y-version that pulls these rectangles down if the adjacent row also matches (for UDGs this is a 'one-time' thing)
if theres a "'proper" name for the last thing let me know!