Tag Archives: OpenGL
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.
In this new series, I propose to create a GUI facade for the 2D tileset-based games using OpenGL.