Technical: Depth buffer in OpenGL

I just thought I’d post this up here, in case other people had the same problem. The Megastrata project started out like any other first-time project: cobbled together from examples found on the internet. One of the long-standing traditions regarding development involve the so-called “hack-n-slash” technique: smash the code around until it works. Megastrata started [...]

Posted on October 12, 2009 at 11:54 pm by eli · Permalink · Comments Closed
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