![]() OpenGL ES profile version string: OpenGL ES 3.1 Mesa 21.3.2 OpenGL shading language version string: 1.30 OpenGL core profile profile mask: core profile OpenGL core profile context flags: (none) OpenGL core profile shading language version string: 4.50 OpenGL core profile version string: 4.5 (Core Profile) Mesa 21.3.2 OpenGL renderer string: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) OpenGL vendor string: Intel Open Source Technology Center ![]() I have no plans to support anything older than 3.3. base instance can't be set for instanced rendering, which means yet another buffer upload or uniform change per tile.shader storage buffers aren't available, so i'd need to either use uniform buffers (which are extremely slow with large sizes, and also can't be as big) or texture buffers (harder to use and imprecise).using multidraw to accelerate rendering would be impossible.would disable the (not yet implemented) shader compatibility mode.would permanently disable the reversed-z depth buffer, resulting in visible z-fighting on distant terrain.I plan on adding multiple backwards-compatibility modes for older gl versions, which will come at the cost of performance and/or features (note that i haven't actually worked on this yet, so there might be more things i've forgotten about that would also have to change): ![]() My i5-2520M can run up to gl 3.3 with Mesa drivers :P
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