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Releasing IFSRenderer

Zoltán Dócs bezo97

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Releasing IFSRenderer
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@notanimposter
notanimposter / drawlib.cs
Last active March 29, 2023 11:27
Drawing library for SE v2.4
public class SEFix {
public static T[] arr<T>(params T[] arg) {
return arg; //becuse SE is stupid
}
}
public class ColorUtils {
private static double oo64 = 1.0/64.0;
private static double[][] map = new double[][] {
new double[] { 0*oo64, 48*oo64, 12*oo64, 60*oo64, 3*oo64, 51*oo64, 15*oo64, 63*oo64},
new double[] {32*oo64, 16*oo64, 44*oo64, 28*oo64, 35*oo64, 19*oo64, 47*oo64, 31*oo64},

Guide to using OpenGL's GL.DebugMessageCallback()

When learning OpenGL, one of the most common sources of bugs you'll encounter is from performing OpenGL API calls with invalid arguments, performing them in the wrong order, or performing calls that assume some OpenGL state that differs from the actual state.

With most well-written C# APIs, you'd get an exception thrown the moment you do something you shouldn't. By default, this doesn't happen with OpenGL, but there are still ways to tell if there are errors:

The easy (but tedious) way

The common way to check for errors is to use GL.GetError() to check for errors, often with a helper method such as the following: