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4

It's important to note that glxinfo -v only reports the supported values for the default OpenGL framebuffer, the one that represents the visible screen itself. It's common for other configurations (ones not reported by glxinfo) to be supported in offscreen framebuffer objects (FBOs). As you've noticed, most video cards do not support a 32-bit depth buffer ...


2

Just draw them larger. Also don't hesitate to have the sprites overlap vertically. The sprites are rendered from a 45° angle, so it is just natural that the soldiers in the front-row overlap the lower bodies of the soldiers in the row behind them. All you need to keep in mind in that case is that you need to draw them in the correct order from back to front. ...


1

To render a cross-hair, all you would need to do is render a piece of geometry using just a screen-space transformation, followed by the projection matrix. Mapping the identity matrix as your view will do this for you. A view matrix allows us to transform vertices into view space; removing this step allows us to go directly from model-space to screen-space. ...



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