After three weeks (I, II, III) of writing OpenGL code as if it were in a vacuum, it’s time to wrap up by discussing how I got this into an actual program that will run in various environments. I created this framework using the SDL 2 APIs. That means that this article will have a […]| Bumbershoot Software
Last week we walked through the evolution of the fixed-function pipeline in OpenGL. This week, we’ll do the same with vertex and fragment shaders! This will, to be honest, end up being someth…| Bumbershoot Software
Back in 2020, I started taking a look at DirectX 9. That was interesting to me because it was the final form of the old “fixed function” graphics pipeline—DX10 was a major rupture in the API, making GPU shaders the fundamental unit of graphics work and discarding much of the older workflows. This turned into […]| Bumbershoot Software
My recent projects have obliged me to create and edit various kinds of image data. My VDP programming guide used some graphics I first created in a paint program, and which I then converted into th…| Bumbershoot Software
The last time I tried my hand at Sega Genesis development, I first looked at the extremely full-featured SGDK and then decided that I preferred a system where I had more explicit control over every…| Bumbershoot Software
Last week, I poked around in the C language at both the implementation of a simple linked-list structure and a method for allocating memory for that list without any special language or OS support.…| Bumbershoot Software
Last week I implemented a few routines that would operate on a singly-linked list data structure on the Motorola 68000 CPU. Despite dating from 1979, the 68000 instruction set sits well enough with…| Bumbershoot Software
Before kicking off my second Amiga 500 hardware-programming project, let’s take a quick detour. While I was developing last week’s project, I needed to build some support programs to he…| Bumbershoot Software