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Week 35 was skipped

Previous week went without updates because had a lot of chained tasks and everything is under the hood, no fancy stuff to show right now, sorry. And a lot of changes are still awaiting inside, because it is almost impossible to develop everything from scratch just right way.

Learning Vulkan will be my task some day, but now I’m dealing with OpenGL as a most cross-platform solution. I’m angry sometimes.

It is not possible to clear depth attachment using stencil test, only the whole plane. The only way to do partial clear is to draw fullscreen quad without depth test and color write to imitate desired glClear behaviour.

Another problem is that although GL_STENCIL_INDEX16 pixel format exists in standard, you can’t use it as a separate attachment together with depth buffer. Only combined attachment, and only two formats are available with depth combined: GL_DEPTH24_STENCIL8 and GL_DEPTH32F_STENCIL8. Just because “implementations support combined formats only” you can’t have separate depth and stencil attachments! So there is almost no point to have that stencil format in the standard. Or the standard should demand separating attachments for implementations. Is it possible for OpenGL 4.7+?

Probably one day I will clench my teeth and try to study Vulkan again. It has too much manual control in my opinion, but hope there is no such problems. Need to move further.

I hope this week I’ll accomplish my current sub-tasks and show promised surprise :)

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