residualvm does
Because with "compositing" renderer in place fps in some games (where fps display is supported) went up by 0.5-1 fps, which is not worth it.That may be because those engines/scummvm dosn't make use of certain drawing routines (and as thus nothing is optimized) or the fact that composite is not as fast in comparision as i thought it might be.
texture2D is deprecated since GLSL 1.30 and its replacement is the overloaded GLSL function texture()
But ScummVM should be easy to get running with shaders, well the loader at least. I don't have games installed at the moment, really.
diff --git a/backends/graphics/opengl/shader.cpp b/backends/graphics/opengl/shader.cppindex 0b4c677..7e19fc8 100644--- a/backends/graphics/opengl/shader.cpp+++ b/backends/graphics/opengl/shader.cpp@@ -80,6 +80,7 @@ const char *const g_lookUpFragmentShader = // Taken from: ... 3#OpenGL_ES_2_portability const char *const g_precisionDefines =+ "#version 110\n" "#ifdef GL_ES\n" "\t#if defined(GL_FRAGMENT_PRECISION_HIGH) && GL_FRAGMENT_PRECISION_HIGH == 1\n" "\t\tprecision highp float;\n"
I don't understand that whole #version tag thing.Shaders are not .c, .cpp if i'm not mistaken?
Whoever is in charge of this part of the AmigaOS SDK needs to be notified it's not a good idea to name their things Image and such as it's bound to conflict with application code...
for C++ there is an option to enclose system headers in a C++ namespace
Yes, I sent quad_mystery.lha to Daniel. Did you do any modification for the source? I can't reproduce the border overdraw issue.
Ps. did you try particles.lha?
Ok so this is again a wrong thread, but Daniel, do you copy?
The MiniGL-thread already turned into a ResidualVM-bug-thread
int dblbuf = 0;
if ((SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &dblbuf) == -1) || (!dblbuf)) {
fprintf(stderr, "Failed to get a double-buffered context.n");
SDL_Quit();
return false;
}