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Jul 11, 2012 at 20:45 answer added MGB timeline score: 2
Jul 10, 2012 at 9:45 answer added Oskar timeline score: 0
Jul 9, 2012 at 7:34 history tweeted twitter.com/#!/StackGameDev/status/222232257295941632
Jul 9, 2012 at 6:20 comment added 3Dave The fixed-function pipeline has been deprecated in both OpenGL and DirectX, so I wouldn't waste your time with it. Basic shaders are pretty straightforward, and certainly no more complicated than understanding enough to get a rendering context working.
Jul 9, 2012 at 4:56 comment added Rob Hays Yeah that was an awkward way of wording that.
Jul 9, 2012 at 4:46 comment added Nicol Bolas "yet at the same time also makes the case that fixed-functionality provides an easier, more immediate learning curve for beginners by stating: " I'm curious. How exactly does that make that case? Because the quote clearly says, "It is generally considered easiest..." (emphasis added). As in, it may be considered true, but that doesn't mean it is true.
Jul 9, 2012 at 4:46 comment added notlesh There are some similar questions to this as well...
Jul 9, 2012 at 4:37 answer added bobobobo timeline score: 3
Jul 9, 2012 at 4:11 history edited Rob Hays CC BY-SA 3.0
somewhere unaware to somehow unaware
Jul 9, 2012 at 4:05 vote accept Rob Hays
Jul 9, 2012 at 3:56 answer added Nathan Reed timeline score: 30
Jul 9, 2012 at 3:29 history edited Rob Hays CC BY-SA 3.0
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Jul 9, 2012 at 3:08 history asked Rob Hays CC BY-SA 3.0