On Dec 29, 2007 10:44 PM, Kevin Gillette <[EMAIL PROTECTED]> wrote:
> yes... that's a problem. if you keep increasing the GL requirement, the
> majority of us will be unable to keep up without upgrading our hardware, and
> it sounds like there's no plan to support a simpler renderer (and the very
On Dec 29, 2007 6:12 AM, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
>
> The hard problem is the *design* of the graphics code. This has
> nothing to do with quantity, except the constraints which a design
> places on the amount that can used without reducing speed to a crawl.
> The current engin
On Dec 29, 2007 1:59 AM, Kevin Gillette <[EMAIL PROTECTED]> wrote:
> I was thinking that baseline support for a LOD system should be mandatory.
> every renderer must decide while levels-of-detail to use given those
> provided. a basic renderer (such as a software one, if implemented), would
> use o
> I think you are missing something important here: The visuals in
> Warzone are to a great extent made with the constraints of the current
> engine in mind, and a new engine will have different constraints. If
> we add more code paths and separate renderers, this will not only
> create a lot of ma
On Dec 27, 2007 1:00 AM, Kevin Gillette <[EMAIL PROTECTED]> wrote:
> i don't think we should ever set minimum requirements... we could use ifdefs
> by
> opengl version instead, and as such, the user could compile in as much or as
> little is as needed to have decent looking graphics, yet still be
On Wednesday, 26 December 2007 at 17:00, Kevin Gillette wrote:
> i would never suggest going beyond opengl 1.4 as a requirement as that's
> sort of a middle-ground for hardware support -- most people have that,
> unlike 2.x. honestly, we should poll users for their maximum
My vote for the highest
i would never suggest going beyond opengl 1.4 as a requirement as that's
sort of a middle-ground for hardware support -- most people have that,
unlike 2.x. honestly, we should poll users for their maximum
hardware-supported opengl version just to see where our average userbase
lies, and since this