{"id":3182,"date":"2014-05-18T23:34:14","date_gmt":"2014-05-18T13:34:14","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=3182"},"modified":"2014-05-18T23:34:14","modified_gmt":"2014-05-18T13:34:14","slug":"lines","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2014\/05\/18\/lines\/","title":{"rendered":"Lines"},"content":{"rendered":"
For me first week of full-time work on MMORPG Tycoon 2, I’ve been upgrading the VectorStorm engine to render using an OpenGL 3 core profile.\u00a0 This gives a number of benefits;\u00a0 most notably a vast simplification to managing the capabilities of different drivers.\u00a0 Previously, we supported two different rendering paths (OpenGL 1.2 or 2.1), and the 2.1 rendering path had a whole suite of different extensions which may or more not be supported on any particular piece of hardware, and so needed to be detected and wrangled individually.<\/p>\n
For VectorStorm, there is one big downside to switching to OpenGL 3, though — in version 3, OpenGL has deprecated the ability to render wide lines.\u00a0 Note that ‘deprecated’ is OpenGL code for ‘removed with caveats’.\u00a0 This is a shame, because we were using OpenGL’s wide line drawing in order to draw our bold lines;\u00a0 under OpenGL 3, we can only draw lines which are a single pixel wide..\u00a0 So I’ve been working on a new line rendering system which will treat lines more nicely.<\/p>\n\n\t\t