my graphics card doesn't support OpenGL 3.1.
And still graphics cards which don't support OpenGL 3.1 are probably too weak to run our new tracks, which have much more models/details, even with lower settings.
In theory it should display warning about OpenGL version, but it game should start. Unfortunately intel driver has a bug and it simply crashes. Last driver version has been released in 2008 and there is no hopes for solving this. Atm. intel simply doesn't really care about anything older than ivybridge.
Arthur {l Wrote}:Why? What does it matter what it's called, it's easy to download older releases from SourceForge.
charlie {l Wrote}:*cough cough cough* STK Classic!!! The last STK release before the bump to OpenGL 3.1 should be re-released as STK Classic 1.0 IMHO.
hiker {l Wrote}:charlie {l Wrote}:*cough cough cough* STK Classic!!! The last STK release before the bump to OpenGL 3.1 should be re-released as STK Classic 1.0 IMHO.
Releasing this official on the STK web page would (for people who don't follow the progress of STK) indicate that we support it. Not to mention the additional overhead of maintaining two addon servers (or managing different versions of addons in one server, which we can already partially do).
charlie {l Wrote}:It is! However... how does somebody new to STK know that? They come, they download STK 0.9, discover their computer is not good enough, not even close, and spend a lot of time either figuring this out from browsing the forum or by asking (and many have). It's not exactly informative and straight to the point.
Or... they come to the STK website and see STK and STK Classic, which is clearly labelled as the version of STK that will run on older hardware. No confusion, no frustration, clear and easy and everybody is happy.
Arthur {l Wrote}:True, but we already have this, called TuxKart. I remember I played it with software rendering (not sure) while TORCS was unplayable due to needing either hardware acceleration or a newer GL version.
TuxKart has ultimate compatibility and is still packaged in several Linux distros.
Eldermê {l Wrote}:I am currently working on refactoring the engine. I'm trying to move rendering functions from the "god object" irr_driver to a dedicated ShaderBasedRendering class. My priority is to write a cleaner code which works with the new OpenGL 3 pipeline.
It will be easier to add a legacy renderer after this refactoring step. It should be in another class with an AbstractRenderer interface, so future modifications of our OpenGL 3 renderer should not break it. I think I could add support for OpenGL 2.x hardware without too much extra work: we can reuse existing renderFixed function. However, it would be very basic rendering (no advanced lighting, no shadow).
Arthur {l Wrote}:Well where's the cutoff... we'd still get someone wanting GL 1.4 support, we actually had someone within the last couple days with that kind of hardware wondering why the game didn't work. Anyway, it's all moot unless someone wants to support a more backwards-compatible version. If we had triple the current manpower I'd be all for it.
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