Comments (8)
Doesn't SDL2 internally use OpenGL?
Anyways, the renderer currently does non-trivial stuff with shaders, such as coloring buildings/units with their team colors. Rendering unit outlines (for units that are hidden behind a building) would be an other thing.
I don't see an obvious way of doing this with the basic SDL2 renderer, but I haven't really looked into it either. I guess the team colors could be replaced in software, at the price of having 8 versions of each unit in memory.
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SDL is certainly able to use DirectX instead, perhaps also GLES? While noone cares about former, GLES actually could be useful.
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Would it be possible to alternatively provide mesa 3d (software opengl implementation) for such needs?
I've seen a guy use mesa in dosbox for fun.
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IIRC software rendering can always by triggered by setting an environment variable LIBGL_ALWAYS_SOFTWARE=1
. No support in openage is required for that.
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As @mic-e says, llvmpipe would have nothing to do with openage/sdl. Given its performance though, if you have "troubled video chip", chances are your cpu isn't performant as well.
I don't think llvmpipe should be taken into consideration at this stage.
GLES, on the other hand, enables you to target much broader audience: embedded devices, wayland (libGL currently pulls X libraries, hence has GLES support only so far)
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do we really want to mantain another rendering subsystem? i mean, opengl is pretty standard nowadays...
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#287 will add support for multiple rendering subsystems (targeted at Vulkan).
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Due to the lack of shaders this will probably never happen. Tell me if you think otherwise.
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Related Issues (20)
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