Declaration of what’s actually in my base code

So far on the Lua side I have support for:

  • glClearColor; glClear
  • Matrices + manipulation + loading them into OpenGL (projection, modelview – no texture matrix and not sure if I’ll add it)
  • Definition + flat-colour rendering of vertex arrays (of any GL_ type)
  • Loading + power-of-two-extending + rendering of 32bpp RGBA PNGs (any rectangular region – if you want it rotated, use a matrix)

There is no depth buffer support right now. There’s also no stencil buffer support yet, but I’m hoping to add support for that… there will probably be no depth buffer support, though. VBOs might happen, but don’t hold your breath.

The engine requires OpenGL 1.1, which means that it will probably run on your pile-of-crap GMA 3150. Amusingly enough, it also runs at a reasonable framerate with Mesa swrast (LIBGL_ALWAYS_SOFTWARE=”yes”).

This used to spam stars and say “You’re a STAR!” but evilbetty wanted lollipops so here you go…

that doesn't even make sense D:

Links:

  • Git repo for source code: https://github.com/iamgreaser/boilerplate28
  • Windoze testing binary just because the screenshot cannot capture the awesomeness: https://dl.dropboxusercontent.com/u/32094129/boilerplate28/boilerplate28-1386840891.zip

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