vortxGE port to OpenGL 4.x

Published December 28, 2011
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Well its time to bite the bullet and start using all my own matrix data, do some shader rewrites and get ready for OpenGL 4.x and the future. I kept putting it off because of small issues in the engine I just had to fix first. Now there all done I have no excuse :-)

Plan of attack.
1. Add all new Matrix vars to all scene nodes.
2. Store a Projection matrix.
3 Store a View matrix.
... then before I start removing the old openGL calls I'll check all old matrix data matches the new ones. I think this will save a lot of pain if things go wrong.
Previous Entry vortxGE revisited
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