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 is an rts, and we're probably not counting on the
graphics to support gameplay (such as using shadows for stealth), 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 able to
play.

additionally, if and when they do finalize the GL3 spec, depending on how
hardware support lies (if the internal 2.x compatibility layer for opengl
3.0 implicitly supports full hardware accel on all 2.x capable cards, then
we just switch to gl3, but if 3.0 only provides api-level compatibility
without the implicit hardware support, we should actually write the opengl
3.0 stuff as a seperate renderer, or provide a suitable make variable).
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