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Updating the OpenGL renderer to require & use OpenGL version 3.x plus newer GLSL syntax requiring us to build our own matrices, use shader attributes and remove deprecated functionality.
NEW -> Purpose:
With this update to 3.x I've removed almost all of the old fixed function pipeline. In fact it creates a forward compatible profile that raises GL errors if you try to use old functions. This means that I had to recreate all of the matrix transformation code, light, material and other structures in GLSL.
I haven't even decided whether to go straight to 3.3 (GLSL 330) or stick at 3.2 / 3.1 (GLSL 150). That decision will come down to how well everything runs across all 3 OS's that we support. Getting them all to work and give me the correct context has proven to be horribly fragile and convoluted at times.
Bugs / Notes:
There are probably many more but these I know of:
Posting so people can get a heads up of what's coming, ask questions etc.
…der version 150 from 120, refactored maths to calculate shader matrices slightly, fixed up call sites and main UI rendering issues.
…sion_s3tc test again
… 3.3 reliably, gone back to GLSL 150, OpenGL 3.2 etc
Disable the GL_EXT_texture_compression_s3tc everywhere.
…t first releasing it.
Hi @eloquentmess, would you be able to try this out on OSX and compare performance between the existing build and this one?
I have a Mac Mini with an Intel HD 3000 GPU in it which doesn't perform spectacularly in any situation and it would be good for another OSX user to test it. Especially as you do the builds :)
If you need to now anything about how to test it just ask.
Does this mean Mac OSX build is back? Or have they been before? I see there's a recent version on the download page, instead of the last known working one from September.