janwas Posted March 19, 2011 Report Share Posted March 19, 2011 I like the sound of that. Of the 2% lacking fragment_program, some are also way below the min spec we established years ago (Rage 128? LOL)So: good to have the data; it looks like this decision now rests upon a wide enough survey. Quote Link to comment Share on other sites More sharing options...
asmartgoat Posted March 20, 2011 Report Share Posted March 20, 2011 Can i just make a point, i tried to run the game on a system incompatible with GLSL, i got a nice message and the game looked like someone stretched the textures in every direction.If anyone can confirm this behaviour, you can and should remove support for non-glsl compatible systems.Just my 2 cents. Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted March 20, 2011 Author Report Share Posted March 20, 2011 GLSL isn't required, and the game works without it - you probably had some other problem (e.g. no OpenGL acceleration at all), but it's hard to tell without more detail (e.g. what the error message said).I started playing with some GL_ARB_fragment_program stuff, and it seems to work cleanly enough. Currently it renders all the non-transparent models, with lighting and shadows (and a similar-looking fallback behaviour when GL_ARB_fragment_program_shadow isn't supported) and player colour and smooth fading into the FoW/SoD, with a single ~40-line fragment program and ~30-line vertex program, with hotloading and a preprocessor (copied from Ogre) and flexible name-based binding of textures and uniform parameters. Interestingly it makes the 'sun overbrightness' control in Atlas much more useful, because the intermediate calculations don't all get clamped to [0, 1] so it can result in strongly over-saturated colours that make everything look much brighter. Also started writing about the target requirements. Quote Link to comment Share on other sites More sharing options...
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