Some quick responses: Output: - The log contains "Using GL2/GL4 blit path/terrain rendering path" after the "END GRAPHICS REPORT" line
Build errors: - I'll have a look at the glbinding variant. - I ran the debug build which complained about style errors which I then fixed. Guess I was too naive to assume that that includes a comprehensive set of checks... Running, performance, etc: - Yes, MacOSX is unfortunately pretty crappy at keeping up with modern OpenGL. It's really surprising that Apple gets away with that, to be honest. - GLES: All the required extensions are actually part of GLES 3.1, despite the GL4 name - I understand the desire to keep things simple. - The minimap renderer can probably be used without additional extensions. - Terrain rendering and the blit path are trickier. Blitting could use instancing instead of SSBOs, but that's probably more of a step backwards (tiny instances aren't very efficient). Terrain rendering needs the table of terrain types in the vertex and fragment shaders; those should fit into a UBO instead of an SSBO, but that still requires an extra extension. Perhaps old-style uniforms could be used as well? I need to look up the available limits for that - it might be possible, but it might not be. So, I'd give up on the separate blit path without extra extensions. Terrain rendering might be possible, but I need to look into it again. Minimap rendering is probably possible, and is the biggest win anyway. -- https://code.launchpad.net/~nha/widelands/graphics/+merge/314279 Your team Widelands Developers is requested to review the proposed merge of lp:~nha/widelands/graphics into lp:widelands. _______________________________________________ Mailing list: https://launchpad.net/~widelands-dev Post to : [email protected] Unsubscribe : https://launchpad.net/~widelands-dev More help : https://help.launchpad.net/ListHelp

