Ah yes, the bitfield issue, I forgot :-( Concerning the PS2.0 issue, I *think* it may be possible to develop shader programs with hardware capability depending branches. At least it's possible in Unity3D shader programs, not sure about more "native" programs. But I could also live without ring shadows on my older netbook, if it's faster without. I must still test 0.13 there, however.
OK, hopefully these problems can be solved for 0.13.1... Best regards, Georg On Mo, 14.07.2014, 12:33, Alexander Wolf wrote: > Dear Georg, > > 2014-07-14 16:43 GMT+07:00 Georg Zotti <[email protected]>: > >> I see Windows RCs for native OpenGL (fine!) and OpenGL/MESA. The latter is >> the pure software-GL solution for PCs without OpenGL2 capable cards, i.e. >> the CPU has to do all. Single-core CPU platforms thus become very slow. After all these trials with MSVC: How mature was building with ANGLE for >> non-OpenGL2 capable PCs with DirectX9 support? This would likely be preferrable on the previous Atom generation of netbooks and small PCs (2009-2010). > > I can build Stellarium with help of MSVC but both editions - OpenGL and ANGLE - will be with serious problem in limited support of star catalogs. > It's annoying but right now I can't give correct solution for this problem. > > -- > With best regards, Alexander > ------------------------------------------------------------------------------ Want fast and easy access to all the code in your enterprise? Index and search up to 200,000 lines of code with a free copy of Black Duck® Code Sight™ - the same software that powers the world's largest code search on Ohloh, the Black Duck Open Hub! Try it now. http://p.sf.net/sfu/bds _______________________________________________ Stellarium-pubdevel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
