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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