Open comments for this post @torkel on obliberry · 15 days ago 2h 18m 21s logged I’ve implemented proper debug logging for OpenGL, optimized rendering with a queue that sorts RenderCommands to avoid unnecessarily binding & unbinding, a basic InputManager class, and very basic materials.
Open comments for this post @torkel on obliberry · 15 days ago 2h 18m 21s logged I’ve implemented proper debug logging for OpenGL, optimized rendering with a queue that sorts RenderCommands to avoid unnecessarily binding & unbinding, a basic InputManager class, and very basic materials.
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