I’ve unfortunately had to burn the previous effort to the ground.  Ends up SDLs native sort of graphics mode is simply not compatible with openGL, it’s more there to provide a weird sort of backup in case openGL can’t run.  It runs in software, pretty much, and can’t really do much beyond putting flat images and text on a screen.  Of course, that only makes sense for pretty basic stuff- the plan “B” for a game if it finds OpenGL can’t run is to say “Are you fucking kidding me?  I quit.” so I don’t really have to worry about that.  Anyway, that was a dead end. So I pretty much started over, with “The Red Book”. I’ve heard from a few sources that that is The Book for openGL.  I’m about 50 pages in and about at atari level graphics, so, I guess since it’s about 700 pages long not counting appendices, that’s on course to look pretty nice by the time I get to the end.
Anyway, attached is the .exe.
Mouse movement moves the pixel, q quits, r g b all change the pixels color, – reduces sensitivity, = increases it.
I plan on having turning the ship into a triangle that points the way it’s moving soon, and maybe add a projectile to shoot too. Â Maybe some collision detection and some moving targets. Â Then it will be time to read a bunch more.
Oh, and the text file it spits out is basically just counting how many milliseconds pass between getting to the top of the main loop again. I know premature optimizations are considered bad form, but it doesn’t hurt just to keep an eye on where you are. I figure I want to try to keep that below 16 if I want to have 60 frames per second.  Right now it’s mostly 0s, which means less than a millisecond passes between loop iterations, but then again, it’s hardly doing anything.
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