ptitSeb
ptitSeb
> 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.
that's a small clue yes.
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 :(