Yes, if a moderator finds this thread to be off-topic then please do move it to the NaGaCreMo forum section. I didn't know that existed until after I created this thread.
Of course, I'd be more than happy if it were allowed on the WIP board, as I do plan on working on this project for an extended amount of time.
I've been bashing my head over OpenGL for the past days and I've finally figured things out. This might not look like much but trust me when I say not even Confucius would have the ability to give advice on what was wrong. I had some weird problem where only the last object I created was drawn. OpenGL was all "multiple objects? lolnope, I'm rendering exactly one object and that's all you get
After days of wrestling, OpenGL and I came to an agreement, so here are two
to-be menu buttons instead of one! And yes, I can draw more than two.
My next step is to get OpenGL to render some text.
You, dear DBP/AGK users, may scoff at your screens as you read this, thinking "Text? Pff, just use print
!". And I would laugh at you for your ignorance. Unfortunately, in the vast land of C/OpenGL, you are more or less screwed as far as high level support goes. Did you know every character is actually a plane object in the background textured with a specific texture?
The process of printing text is an adventure full of memory leaks and stack corrupted courage, but here are the basic steps:
1) Find a font library (freetype) and load a font you like
2) Extract all of the glyphs you need from the font
3) Generate an atlass and stuff all of the glyphs you extracted into it, making sure to record the specific offsets since every glyph has a different width/height
4) For every character you want to print a quad has to be generated, along with the correct UV coordinates for the target glyph on the atlass, and handed over to OpenGL.
I'm at step 3).
I like offending people. People who get offended should be offended. -- Linus Torvalds