by Rachael » Fri Feb 23, 2018 12:18 pm
Nevander wrote:Well the map in question is the titlemap, so it can't be paused with escape or console.
If you must utterly insist on using broken and flawed methods to accomplish timing "tricks" with your music, don't come crying to us when it breaks. And it will.
Graf Zahl wrote:Nevander wrote:People expressed interest in running my mod in that old (1.8.6) of a version...
Ugh...
If those owners of old hardware are even using old versions of the engine, I think we might ditch OpenGL 2 support for good.

Obviously the target base this is meant for have decided to stay behind not only in hardware but also in software...
If it comes to that, we should probably consider helping dpJudas complete the Hardpoly renderer, since he was working on making it fully API-agnostic - in that the same draw commands could be batched to D3D, OpenGL, or to a Software triangle drawer. That might mean Vulkan support is possible, too - all with a single renderer. We could include a Mesa dll for shader support for those older systems that do not support it, but that would come at a significant cost of performance. (However, Mesa is compiled with LLVM, which means that the CPU shader code will at least be somewhat optimized)
[quote="Nevander"]Well the map in question is the titlemap, so it can't be paused with escape or console.[/quote]
If you must utterly insist on using broken and flawed methods to accomplish timing "tricks" with your music, don't come crying to us when it breaks. And it will.
[quote="Graf Zahl"][quote="Nevander"]People expressed interest in running my mod in that old (1.8.6) of a version...[/quote]
Ugh...
If those owners of old hardware are even using old versions of the engine, I think we might ditch OpenGL 2 support for good. :twisted: Obviously the target base this is meant for have decided to stay behind not only in hardware but also in software...[/quote]
If it comes to that, we should probably consider helping dpJudas complete the Hardpoly renderer, since he was working on making it fully API-agnostic - in that the same draw commands could be batched to D3D, OpenGL, or to a Software triangle drawer. That might mean Vulkan support is possible, too - all with a single renderer. We could include a Mesa dll for shader support for those older systems that do not support it, but that would come at a significant cost of performance. (However, Mesa is compiled with LLVM, which means that the CPU shader code will at least be somewhat optimized)