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tupone | macsforme: yes, or GL3.0 when it will be ready. Need a time window for release to decide what will be ready | 04:48 |
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BZNotify | bzflag: atupone edited pull request #148 "Use of Vertex Buffer Objects" (https://git.io/vhCKr) | 06:56 |
macsforme | I am starting to think that OpenGL 2.0 may be the best middle ground for us | 07:43 |
macsforme | although OpenGL 3.2 would help us (well, force us) to write more structured graphics code, there is otherwise not a whole lot to be gained as far as features we would need, and we would lose compatibility with some older graphics cards (although this may become less relevant as our requirements increase on the software side) | 07:45 |
macsforme | OpenGL 2.0 also has similar shader syntax to OpenGL ES 2, which would allow us to more easily support mobile/embedded devices in the future... and there are still A LOT of embedded/mobile devices that don't support anything higher than OpenGL ES 2 (including some devices still to be released) | 07:48 |
macsforme | I have written shaders that will work with both OpenGL 3.2 and GL ES 2 with some manipulation prior to compiling, but it's hardly straightforward... with GL 2.0 and GL ES 2 it would be a lot easier | 07:50 |
macsforme | GL ES 2 does have framebuffer object support... so a good minimum requirement could be OpenGL 2.0 with the GL_ARB_framebuffer_object extension, which would give us rough parity with GL ES 2 | 07:54 |
tupone | i told 3.0 as it is compatible with 2.0 and has support to framebuffer that i would like to use for shadowing. | 08:50 |
tupone | but maybe we loose some card | 08:50 |
macsforme | looks like the new shader syntax (where they got rid of variables like "attribute" and "varying" in favor of variables like "in" and "out", and deprecated "gl_FragCoord") was introduced in GLSL 130, which is OpenGL 3.0... so we would not easily have compatible shader syntax with GL ES 2 | 09:02 |
macsforme | is there any reason you need the native framebuffer support rather than what you get in GL_ARB_framebuffer_object? and does it have to be a required feature? | 09:03 |
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tupone | i think native and arb are mostly the same | 10:55 |
blast007 | that, or we getting up to GL 2.0 and then we look at something like bgfx which uses GLSL-like shaders to target Direct3D, Metal, OpenGL, and OpenGL ES | 11:05 |
blast007 | we finish getting* | 11:05 |
blast007 | then we can target multiple versions of Direct3D, Metal, OpenGL, or OpenGL ES | 11:05 |
moriah | ~macsforme++ | 12:39 |
tupone | macsforme: in opengl 3.0 the old syntax is deprecated but still usable | 13:00 |
blast007 | "OpenGL 3.1 fully removed all of the features which were deprecated in version 3.0, with the exception of wide lines." | 13:10 |
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tupone | blast007: that I meant. After openGL3.0 have to rewrite most of the opengl code. With opengl 3.0 it is compatible. In fact I am playing with opengl 3.0 | 17:29 |
tupone | The problem to me is only how many player we will lost going to > openGL2.0 | 17:29 |
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blast007 | what if we added an opt-in hardware survey system that would send information like the OpenGL renderer, platform, resolution, and the support for certain OpenGL versions and features? | 18:01 |
The_Noah | That sounds like a good idea. | 18:03 |
blast007 | SuperTuxKart does that already (though I can't recall if it's opt-in or opt-out). "This information includes hardware specs of your machine (e.g. available RAM, graphics card, os / distro), and graphics related driver information (driver, driver version, supported opengl features). This information is stored on our server, and available for anyone to browse at ... | 18:10 |
blast007 | ... http://addons.supertuxkart.net:8080. It is used by us (and potentially by other developers) to evaluate which opengl features can be used without making a game unable to run for a majority of users." | 18:10 |
blast007 | their website could use a bit of love.. their privacy policy is linked wrong, and that addons link there says that views are disabled so you can't see anything there. | 18:11 |
tupone | until the survey we stop at 2.0. blast007: you still go half the speed with GL2.0! It is a machine you use or just some archeological repert ? | 18:35 |
blast007 | the one I was getting about half the speed with GL2.0 is my primary computer | 19:40 |
blast007 | it's an Intel i3-3220 | 19:41 |
blast007 | The i3-3220 has an Intel HD 2500 (OpenGL 4.0 capable). I can test from my NAS as well which is a Skylake based Xeon, which has an Intel HD P530 (OpenGL 4.5 capable) and should be several times faster. | 19:48 |
tupone | I know that the VBO should speed the onboard memory, but not so slowing the shared memory access :( | 19:52 |
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tupone | I remember that you told with shot is unplayable with my branch | 19:54 |
blast007 | I've also got a Thinkpad X200 with a Intel GMA 4500MHD that is a GL 2.0 GPU | 19:56 |
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tupone | I also loose 50 % but from 400 to 200 FPS | 20:14 |
tupone | HD 4600 | 20:16 |
blast007 | what resolution? | 20:16 |
tupone | 1366 | 20:17 |
blast007 | 4600 is also a generation newer than my 2500, and supports GL 4.3 | 20:17 |
blast007 | ah, I'm running at 1920x1200 | 20:17 |
tupone | I will be away from my PC for about a month, so for a merge or wait or do by yourself | 20:19 |
tupone | s/or/either/ | 20:19 |
tupone | I will be on irc (hope) | 20:20 |
blast007 | okay | 20:20 |
tupone | glm and missile can be merged easily, the other I think I should pack most of the commits together | 20:21 |
macsforme | all of your PRs need to be moved over to the master branch before they are merged as well | 20:43 |
blast007 | between now and then I'll look at getting 2.4 changes merged back up to master | 21:10 |
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