OpenXRay/xray-16

OpenGL Renderer

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#280 opened on Nov 21, 2018

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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_restart several 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)
      • 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
  • 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/gl folder)
      • 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
      • MSAA support
      • Implement volumetric fog
      • Implement HDAO Ultra (compute shaders)
      • Implement tesselation

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