Stuff today

New exciting stuff today: Multiple render targets are now working in VectorStorm, and I’ve hooked up the glowing lines to render using it.  Basically, this means that instead of drawing everything into a single image and trying to apply the glow afterward, I can now render glowing objects into an entirely different buffer, and composite…

A day’s work

Been working quite busily today.  Here’s my list: Noticed, verified, and reported a bug in cgdb under OS X 10.8/Xcode 4.4.  (I’m the proud owner of the very first bug report on its new GitHub page).  (cgdb is a text-console-based debugger, and is how I usually prefer to debug my programs) Further work on SDL…

Retina, Part 2

I believe I’ve finished patching up SDL to work correctly with retina screens.  (That is, a single build works correctly on retina systems and also on non-retina systems).  I’ll be sending the patch to the fine SDL maintainers tomorrow, and we’ll see what issues they notice with it. I’ll also look at putting together an updated…

Retina

So here’s something fun (for me).  At the start of this week, I received one of those fancy retina-display Macbook Pro laptops. While SDL doesn’t currently support the retina display on the Mac, I’ve hacked things together enough to get MMORPG Tycoon 2 running at standard (i.e. 2x) retina resolution.  And gosh it looks pretty.…

Speedups

In preparation for the graphics work I’ll be focusing on over the next month or two, I’m trying to speed up the VectorStorm library’s rendering path as much as possible.  There are a few new things in the library today (visible on its GitHub repository, in a branch called “feature/vbobatch”) First up, as you’d probably…