ptitSeb

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> Yeah, i see .. so .. as far as i see precompiled shaders is still wip (?) but i need already ask Daniel about those 2 function you mention...

it is possible, but require all the glx part to be rewritten and wgl to be emulated. What would be the use case? I don't see a scenario were gles(2)...

Maybe that cause by the handling of actual VBO (the stacktrace seems to indicate that)? Can you try to disable VBO use with "LIBGL_USEVBO=0"?

This is an environement variable. So you probably need to modify the Java launcher to add some `OS.setenv("LIBGL_USEVBO", "0", 1)` somewhere.

What kind of modification?

I have some fixes to do on the texture handling, but I don't know if this will fix your issue, as I don't know what it is exactly.

Problem is on gles hardware, we cannot do most of the things we can do on full opengl hardware with depth buffer (and stencil buffer). I remember, back when residual...

the code of the game. but I don't find that hack. Also, the code change seem to have changed a lot anyway. So maybe that is not relelvent anymore. Not...

I don't know. depth is tricky on gles2 hardware. But the `glDrawPixel(...)` on depth or stencil, well, I don't know how to do that with gles2 hardware :(