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gles: handle GPUs that do not support highp #1965

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commented Jul 30, 2019

POC for #1963

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commented Jul 30, 2019

Can you get rid of the gl2environ_shader changes, since it went away.

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commented Jul 30, 2019

This is food for thought at this point, which may come in handy since you're rewriting these parts.

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commented Jul 31, 2019

AFAICS we'd need to replicate the change in gl2shadercache.py and gl2ftl.pyx.
Do you want me to do that?

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commented Jul 31, 2019

I'll take care of the gl2 stuff - right now, it's what I'm concentrating on, and I'd like to focus my efforts on it without having to worry about pull requests to it.

Were you able to get master running? I've seen a few graphical glitches on the old gl renderer (probably due to the change to us the new 4x4 Matrix implementation), but I'm able to get it to run and render most games. So if you're not able to run master, that's a problem.

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commented Jul 31, 2019

I didn't try renpyweb/master again, but given the kind of on-going changes it's best you check directly IMHO.
In addition, it would be worth considering switching web to the gl2 backend since WebGL 1 is based on OpenGL ES 2.

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commented Jul 31, 2019

Both make sense. The plan is to let the creator opt in to gl2 for a bit.

Note that the Ren'Py gl backend already uses OpenGL ES 2 - the point of Ren'Py's gl2 renderer is to take better advantage of features that weren't in the gl1 fixed-function stack. (Also, to move Ren'Py from quads to meshes.)

@Beuc Beuc force-pushed the Beuc:gleshighp branch from 193fdf5 to 2f53ddc Jul 31, 2019

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commented Jul 31, 2019

Re-applied patch to master, gl/-only, as discussed.

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commented Aug 5, 2019

Is it OK?

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