General

Ditching Immediate Mode: OpenGL Vertex Buffer Objects

Yesterday, I wrote about using vertex arrays in OpenGL as a better alternative to the deprecated immediate mode. Today I will discuss a slightly more advanced topic, the Vertex Buffer Object (VBO). The process of using them is very similar to that of using vertex arrays, except you are storing the arrays in the GPU’s [...]

Ditching Immediate Mode: OpenGL Vertex Arrays

OpenGL is probably one of the most difficult things to comprehend when it comes to game development. I know that when I first started learning, it seemed easy because all of the tutorials teach you immediate mode. That is, using glBegin() and glEnd() and then calling functions to set each individual vertex, color, texture coordinate, etc. [...]

CyanogenMod 6 (Android 2.2 “Froyo”) running on the T-Mobile G1 (HTC Dream)

Not even a week has passed since the Froyo source code dropped into AOSP, and a working build of CyanogenMod 6 has already been produced. Aside from needing proprietary bits to make it work fully, it looks to be smooth and functional. In the video below, Chris Soyars, a developer working on CyanogenMod, shows off [...]