Hello,
I've been working on my GL refactor branch
for the last few days, and I thought I was doing rather well,
until I noticed that I wasn't testing what I thought I was testing.
Much of the GL code is in StelPainter, from where I'm moving it
gradually to my GL renderer implementation.
Eventually my code stopped to compile and I noticed that the
STELPAINTER_GL2
macro was not defined which meant GL1 StelPainter code was used
(even though I was refactoring the GL2 code).
So I defined STELPAINTER_GL2.
As soon as I did that, I noticed that pretty much everything was broken
(visually).
I'm not going into details since I think this is most likely due to me doing
something wrong.
I thought this was due to my changes, so I started testing older revisions,
and eventually the main branch, but found the same problem there,
even about 500 revisions back (older revisions' builds were broken
and didn't run)
I encountered the same problem on Intel and NVidia binary (Linux) drivers,
so I don't think it's a driver-specific bug.
I came to the conclusion that I'm doing something wrong and
I need something more than just STELPAINTER_GL2 for a GL2 build.
Couldn't find anything on Google or the wiki, though.
So, how are the GL2 builds compiled currently?
What do I need to change other than setting the STELPAINTER_GL2 macro?
FM
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