Category Archives: Tutorial
With the previous program, the size of the window depends on the size of the level, which is problematic when the level is large. In this post, I update the shader programs to get a fast translation of the display. … Continue reading
In this post, we extend the facade to handle several layers. We also see how to draw with transparency.
Before handling the rendering of several layers, we need data to build them. Rather than copy and paste many ids from a Tiled map file, I propose to read them using the TMX library.
I have enough content to start a facade: I refactorize all the code to satisfy the properties of the Facade pattern and get a more robust and extensible implementation.
In this post, I show how to draw many tiles from a single-layer level created with Tiled. I also show how to take a screen capture with OpenGL.
Textures in the previous post allow the drawing of tiles, but the aspect ratio is not correct. In this post, I show how to draw a tile on a grid location correctly.
In this post, I introduce OpenGL textures and use them to draw tiles from tilesets.
Shaders are one of the powerful features of OpenGL. I introduce them in this post and show how to color vertices using vertex and fragment shaders.
Vertex Arrays Objects allow us to send large meshes to the GPU. It is a bit technical, but this is something we only have to do once.
We get the best performance when sending mesh data to the GPU in a single operation. In this post, I present the numpy library that can create such data.