Timeline for How to render tile maps in modern opengl?
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 14, 2015 at 14:27 | vote | accept | CrowPlusPlus | ||
| Jul 14, 2015 at 14:24 | vote | accept | CrowPlusPlus | ||
| Jul 14, 2015 at 14:27 | |||||
| Jul 13, 2015 at 14:01 | answer | added | Semicolon | timeline score: 2 | |
| Jul 11, 2015 at 0:14 | answer | added | Sandalfoot | timeline score: 2 | |
| Jul 10, 2015 at 14:46 | comment | added | CrowPlusPlus | I want to use raw openGL. I built a spritebatch using it, and it works for individual sprites, but things start to get hazy when I try using it with any sort of tile map. I can't think of anyway so get OpenGL to draw any sort tile map at all, with or without the SpriteBatch. | |
| Jul 9, 2015 at 20:10 | comment | added | Honeybunch | Do you actually want to use raw opengl or do you want to use SDL2's drawing system? You could use SDL as just a window and input manager and do all the drawing yourself or you can use SDL's surfacing system and let it handle drawing shapes on the screen. What is it that you want to use? OpenGL has no concept of sprite batches. | |
| Jul 9, 2015 at 13:45 | comment | added | Seth Battin | Welcome to the site. This question is both broad and open-ended; there are lots of things to learn and there's no real ending to the process. Because of that, this type of question is considered to be outside this site's scope. However, if you want to learn details of some specific aspect of rendering tiles, there is a strong chance you will find helpful details by searching here. But that will only work after you let google find you an initial tutorial elsewhere. Good luck. | |
| Jul 9, 2015 at 9:47 | review | Close votes | |||
| Jul 16, 2015 at 3:01 | |||||
| Jul 9, 2015 at 9:29 | review | First posts | |||
| Jul 9, 2015 at 9:31 | |||||
| Jul 9, 2015 at 9:25 | history | asked | CrowPlusPlus | CC BY-SA 3.0 |