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Lost Astronaut's Game Creation Framework: A massive 1800+ class 1400 file extravaganza of OpenGL, WinAPI, OpenAL and many other features, written in Visual Studio for over a decade!

Home Page: http://lagamestudio.github.io/apolune

License: Other

C++ 55.80% C 40.50% Batchfile 0.02% GLSL 0.02% CSS 0.05% HTML 0.61% Makefile 1.52% Yacc 0.02% Shell 0.01% Objective-C 0.05% Python 0.01% CMake 0.06% JavaScript 0.01% C# 1.34%
opengl openal game-engine application winapi openal-soft logitech-gaming xinput game gamedev

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apolune's Issues

FBOs in FBOs and Presentation class

Describe the bug

There seems to be some issue with FBOs and the Presentation class. This issue is related to drawing FBOs on an FBO (possibly). In Fringes fork of this repo, after updating to use new Art2d texShader handler, the title screen does not appear. This is a presentation. Removing nested FBO writes revealed that the Presentation drawing methods appear upside down and in the wrong place (the latter issue is due to it not being drawn off screen). With the nested FBO, the title screen appears black. Also, the cursor does not draw, indicating there is a state issue.

Musings about what might solve the issue include inspecting the rendering pipeline, utilizing a GL debugger, resolving any pipeline issues with the shader.

A related issue may be the class that replaces/handles glScissor (has no useful functionality anymore?), and figuring out how to clean up or remove this feature if no longer needed.

To Reproduce
Steps to reproduce the behavior:

  1. Invoke a looping Presentation onto an FBO in a GLWindow loaded into the windows list

Expected behavior
Draw like it used to when using immediate mode to draw the FBOs to screen.

[DOC] Consider dropping the word framework and specify the versions of standards / libaries that are used.

First of all thanks for sharing. I personally really appreciate it that you have open sourced this code. I really hope more people would do that.

But now that you have open sourced it I would like to argue for 2 changes to the documentation of this codebase.

1: Make it clear what you mean with framework. When i'm looking at this code I see a lot and a lot of examples / implementations. https://github.com/LAGameStudio/apolune/blob/trunk/Apolune/SpherizeShader.h Is such a file where a lot of choises are already made for you and there are many many more files where domain knowledge is hardcoded into files. I would personally describe a framework as a set of principles / implementations that one can change to its own preference. In my opinion this released set of code would not fall in that description. My advice would be to drop the word framework for just the project name or for "lookup" or "example".

2: The readme states clearly that OpenGL and OpenAL and many other things are used but most of the time the specific version that is used is missing. So for example is openAL 1.0 or 1.1 used. OpenGL 3.1 is used with the commend (for widest support) but all the code is written using the old fixed function pipeline so using a higher version is also not possible.

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