Tagged:  opengl

By Mak, August 22, 2014 0

Work in Progress captures of the planetary shadowing system…

By Mak, August 22, 2014 0
By Mak, August 8, 2014 Comments Off on Building the Heavens Dev, General, Media

Work has progressed this week on the Celestial Body rendering – I’ve resolved the issues reported in the last post and largely wrapped it up for now. I’ve also obtained a few more high res textures to use as placeholders to… Read More »

By Mak, August 8, 2014 0
By Mak, July 19, 2014 0
By Mak, July 19, 2014 2 Dev, General

Right – FRAPSgate is driving me nuts. For some reason I cannot capture anything rendered within Dominium – but can record everything else. I suspect the issue I’m having with Shadows at the minute is also the cause of FRAPS being… Read More »

By Mak, March 28, 2014 1 Dev, General

Welladay… it turns out the Intel HD5000 ‘hack’ is no longer a hack! After doing a lot of tweaks/fixes/adjustments to the Mac OSX build (which is now running exactly as the Windows build was – huzzah!) – I return to… Read More »

By Mak, March 16, 2014 1 Dev, General, News

Ah, what a week (or so)… my back is still knackered 🙁 consequently I can’t get back into the ‘run’ of things Dom-dev-wise due to the constant pain. My main dev-pc has ‘died’ with an SSD failure (only discovered after… Read More »

By Mak, March 5, 2014 1 Dev, General, News

Hi all 🙂 Without belabouring the point – although far from ‘back to normal’ my back is improving – I can at last carry my laptop with me on my commute, so work is resuming! So – it’s been a… Read More »

By Mak, March 22, 2013 Comments Off on Normal Mapping Dev, General

Our game engine is – from a renderer point of view – legacy. It was written with flexibility and performance in mind, but back in the days of OpenGL 1.1. Thanks to Microsoft refusing to update the driver support –… Read More »

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