Help wantedOpenGLPlayer ExperiencePortabilityRenderer
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Description
Post here all issues you have with OpenGL Renderer.
Current tasks and known bugs:
- Fix crash after second Device restart (type
vid_restartseveral times in console to reproduce) (e9427ac939862e103e513a614ee1f9e7ae3c8df4) - Fix bugs with dynamic lighting
- Fix bugs with local lights (lamps, campfires, etc) (06bb7657fad7d6578820cdfbf4aa7701ee732496, 615152e548a309d4dd4df3d7beb982f18af7bae5)
- Rewrite sun lighting calculation from D3DXMath (#463, intersects with #261)
- Backend
- Supported OpenGL versions:
- 4.5
- 4.1
- 3.3
- Implement shader pipeline that can work without
GL_ARB_separate_shader_objects(b0e4de824046f77b9de378ea5d6f3de4e53b22a4)
- Implement shader pipeline that can work without
- 3.1/3.0 maybe?
- 2.2 maybe?
- 2.0 maybe?
- Implement OpenGL ES support
- 3.x (make initial implementation for ES 3.x, if going straight to 2.0 isn't possible)
- 2.0 (lower requirement to 2.0, if initial implementation was for 3.x)
- Support for uniform buffer objects
- Support MSAA
- Support geometry shaders
- Support compute shaders
- Support tesselation shaders
- Supported OpenGL versions:
- Shaders
(two ways, should be supported both)- Use cross-compiler to compile shaders from DirectX renderer
- Look into #258 for more info
-
Implement all shaders in GLSL (shaders/glfolder)- Implement vertex and fragment (pixel) shaders
- Make implemented shaders work in all situations
- Fix boxy sky textures with enabled Vertex Texture Fetch (#537)
- Fix lighting glitches with G-buffer optimization enabled (
r3_gbuffer_opt on) - Fix SSAO
- Fix HBAO shader
- Make implemented shaders work in all situations
-
MSAA support -
Implement volumetric fog -
Implement HDAO Ultra (compute shaders) -
Implement tesselation
- Implement vertex and fragment (pixel) shaders
- Use cross-compiler to compile shaders from DirectX renderer