Hi,

Marcus Lindblom wrote:

The GeForce 4 does not support the GL Shading Language, so the warning is valid and correct in itself.

Right, the current implementation with setPerPixelLighting(true); uses GLSL. I considered compiling the vertex program and
fragment program offline into an ARB_vertex_program and ARB_fragment_program
but then the ARB_fragment_program (OpenGL 1.5) is also not supported.

And since it seems that per-pixel-lighting for the terrain node is implemented via GLSL (which isn't strictly necessary, but a lot easier than doing something that looks good and still works on GF4-class hardware), you'll simply have to do without the fancy graphics.

What do you propose as a general solution including GF4-class hardware?

Christoph



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