Showing posts from May, 2016

SchaeferGL - First Milestone

The three day weekend went by faster than I excepted but not before I was able to hit my first milestone on SchaeferGL. I got my first D3d9 example to run with SchaeferGL. It is a pretty basic example it just opens a window clears the surface, begins the scene, ends the scene, and then presents the scene. It took allot of effort to get this far but I now have a framework of sorts to start building out the other API calls. That being said the pieces I've implemented so far will need further revision. I have some depth stencil errors coming back from the validation layers and the example worked on my Nvidia test machine but not my AMD test machine. I can only assume the Nvidia driver is more lenient about API violations.
My work so far is available on GitHub in the following repository.
In addition to core functionality I've added some logging using boost. When the "_DEBUG" macro is defined SchaeferGL will setup the validation layer…

SchaeferGL- Revived

Sometime back I started working on SchaeferGL again. The original reason I put the project on hold was because I heard about the then upcoming OpenGL Next API. That API was released as Vulkan. Since the release of spec I've been reviewing sample code and documentation to try to understand how to use this new API. I'm still working on understanding the API but I've started building SchaeferGL on top of Vulkan. The code I have so far is up on GitHub. I've actually made some good progress and am in the process of adding some logging so I can verify the pieces I've code so far. I'm working toward compatibility with my first d3d9 example and hope to have that working Monday because of the three day weekend.