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I feel that everyone is in favor of developing a new library on top of Bullet. That's fine as long as there is someone up to the task :eyeglasses:

> Because the v130 absence of "layout(location = something)" must be handled in the source code with glBindAttribLocation. I don't think so. They are properly handled by OGL extension which...

> The demo levels are also available at the official page of Core Design: > > https://core-design.com/goodies_tr1_downloads.html FWIW, this is not the official site: https://core-design.com/about.html

BTW, it works perfectly on OGL 2.1 with just cosmetic modifications to the shaders. The only problem seems that executable crashes without OGL 3.0 _context_. Right now this can be...

I can submit PR with changes to the shaders if nobody objects. I didn't need other changes on my side but I don't know about others.

That's some Intel driver incompatibility on some Windows version. I don't even have that hardware to test on. Implementing a new graphical framework to differentiate driver implementations at runtime would...

BTW, something similar was implemented in OpenLara by preprocessing shaders at runtime, but you @rr- were against it AFAIK.

Well, it has external "template" shader files which get their text substituted before finally compiling them. In particular it changes `#version` directive on the fly. This is a classical macro...

In that Intel case above, I suspect that merely changing `#version` to `3.1` would be enough.

> I don't understand why nobody else has taken over after the amount of whining towards Eidos and Core Design to release the source code people did, Did you look...