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OpenGL 1.3 and 2.0: performance improvements but what are the differences?

#4
I've looked some more at OpenGL 1.3 and seem to be coming into more and more problems. Not just the Lightspeed fog issue already reported.

I know div has already said that reflections will be forced on for maps where they are needed but I don't seem to be finding this happen when OpenGL 2 is disabled. Look at this in glowpant for example:

.jpg   xonotic20120520185239-00.jpg (Size: 46.56 KB / Downloads: 65)

The warp zones as well as any teleporters get rendered with this texture here. The other side of that warp zone are 2 bots looking right at me so this is heavily impacting gameplay. Is it just me seeing this? All I am doing to get this effect on glowplant is running with OpenGL 2 disabled, a vid_restart is required too. I've seen this on every system I've tried on.

In addition I have noticed some strange textures with explosions in the 1.3 path. Black polygons flash for a frame or two. May this is just down this particular driver having an issue but explosions shouldn't be black. Electro explosions are also pretty odd.

.jpg   xonotic20120520215715-00.jpg (Size: 50.88 KB / Downloads: 67)

Where I'm concerned here is that the OpenGL 1.3 path is included and accessible from the video menu yet there are issues which exist that are not spotted for some time and may be difficult to resolve. Does this mean that the OpenGL 1.3 path should be considered deprecated? Clearly very few people use it these days and so trying to support it becomes a problem if it is not frequently used and tested. Any setup than needs the 1.3 path is going struggle with the game anyway so is it worth bothering with?
I'm at least a reasonably tolerable person to be around - Narcopic
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RE: OpenGL 1.3 and 2.0: performance improvements but what are the differences? - by edh - 05-20-2012, 04:22 PM

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