Re: GPU based Resolution Independent Curve Rendering
Posted by Rejechted on Aug 20, 2011; 11:38pm
URL: https://forum.jogamp.org/GPU-based-Resolution-Independent-Curve-Rendering-tp2764277p3271839.html
I see. So is the compatibility restricted by what types of commands you are trying to make in GLSL, what type of GL object you are using in the program, etc? We're working right now on converting our lighting system to use a vertex shader for dynamic shadows, but everything else still uses the fixed function pipeline. I suppose when we want to move to some sort of release, we could have a graphics slider that would allow users to use older openGL features for things like that. The irony is that doing shadows with GLSL is probably faster than doing them the old fashioned way.
We're not trying to develop a game that's going to require cutting edge technology by any means, we wouldn't be doing a simple 2D game if that were the case. That's why compatibility is a big deal to us.