Code: Select all
Compile Shader 'shaders/glsl/present.fp':
0(5) : error C7532: layout(binding) requires #version
Code: Select all
Compile Shader 'shaders/glsl/present.fp':
0(5) : error C7532: layout(binding) requires #version
At least a temporary fix is using -glversion 3 and while you get zero shaders or ambient occlussion it's at least playable.Talon1024 wrote:Now when I try to run LZDoom with OpenGL rendering, I get this error:
Code: Select all
Compile Shader 'shaders/glsl/present.fp': 0(5) : error C7532: layout(binding) requires #version
It does work, at least on last LZDoom beta (Not the devbuilds), if you were to use something like Joy2Key to map the gamepad's buttons to keyboard keys. I know, weird, but for some reason it does.drfrag wrote:I've just fixed a very important bug both in the legacy build and LZDoom, multiplayer was broken since long before 3.8.0. Exactly since "- replaced the assignment operator in player_t with a named function." I missed "- removed unnecessary variable clear" somehow, it was a later commit (i was merging a ton of them those days) and that line actually broke it. I've discovered it while trying to play "splitscreen" using two game instances. BTW it doesn't work due to input not being registered by the instance in the background (the window without the focus).
Finally, about time the man himself pulled it off! Thanks a lot for this one, it changes everything about splitscreen.drfrag wrote:Now the gamepad works in the background.
https://github.com/drfrag666/gzdoom/com ... d52b9a3c14