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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
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sn260591
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
1) I receive too bright screen, even after installation of brightness in game on a minimum.
2) Detail textures consist of one layer instead of two.
3) GammaOffsetBlue, GammaOffsetGreen, and GammaOffsetRed parameters don't work any more.
4) Fog affects differently on meshes and bsp:
[img][/img]
2) Detail textures consist of one layer instead of two.
3) GammaOffsetBlue, GammaOffsetGreen, and GammaOffsetRed parameters don't work any more.
4) Fog affects differently on meshes and bsp:
[img][/img]
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Sure you installed latest shader files? Low brightness should make it almost entirely black, so I am really wondering how it can be to bright. Maybe need more information what you mean.
but for
2) Yes, that's normal and was only changed in later utglr's (by me) to have more than one. Current method only allows traditional, 1 layer method.
3) It's not existing anymore currently. I don't see the need for it anymore also to be honest.
4) That was always the case and also different in "old" renderers. Lighting and fog are differently implemented for BSP and meshes. Perhaps it displays different now so that you noticed it
However, you can modify all about gamma directly in the shader files, check out for
in DrawGouraud.frag (meshes), DrawComplexSinglePass.frag (BSP) and DrawTile.frag (well, the "rest").
Will upload a new version again soon, added fading out for detailtextures like in the other renderers.
but for
2) Yes, that's normal and was only changed in later utglr's (by me) to have more than one. Current method only allows traditional, 1 layer method.
3) It's not existing anymore currently. I don't see the need for it anymore also to be honest.
4) That was always the case and also different in "old" renderers. Lighting and fog are differently implemented for BSP and meshes. Perhaps it displays different now so that you noticed it
However, you can modify all about gamma directly in the shader files, check out for
Code: Select all
// Gamma
TotalColor.r=pow(TotalColor.r,1.8-Gamma);
TotalColor.g=pow(TotalColor.g,1.8-Gamma);
TotalColor.b=pow(TotalColor.b,1.8-Gamma);
Will upload a new version again soon, added fading out for detailtextures like in the other renderers.
Last edited by Smirftsch on Sun May 01, 2016 8:59 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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sn260591
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Two screenshots for comparison:Low brightness should make it almost entirely black, so I am really wondering how it can be to bright. Maybe need more information what you mean.
d3d9 with Brightness=0.400000 (I prefer this setting)
[img][/img]
xopengl with Brightness=0.200000
[img][/img]
Two layers were used in all the renderers. Is it possible to do the same in xopengl?2) Yes, that's normal and was only changed in later utglr's (by me) to have more than one. Current method only allows traditional, 1 layer method.
In xopengl fog isn't capable to hide meshes completely:4) That was always the case and also different in "old" renderers. Perhaps it displays different now.
[img][/img]
But in d3d9 fog hides meshes and bsp without distinctions:
[img][/img]
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
The implementation for gamma is quite differing from the other renderers- but can surely darken it some more depending on level if 0.0 or 0.1 is not sufficient.
This fog problem I fixed already here, sorry, forgot it isn't in current UT build yet.
This fog problem I fixed already here, sorry, forgot it isn't in current UT build yet.
Sometimes you have to lose a fight to win the war.
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sn260591
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
I have set the brightness to 0.0, but the result is all the same a little brighter, than it is necessary to me. How can I change the brightness in shaders?The implementation for gamma is quite differing from the other renderers- but can surely darken it some more depending on level if 0.0 or 0.1 is not sufficient.
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
the values I mentioned above:
the 1.8 in this case needs to be lowered. Depending on what value you have, you may want to change it to something like this:
To have a wider scale with Gamma (which is is having the 0.1 steps).
Code: Select all
// Gamma
TotalColor.r=pow(TotalColor.r,1.8-Gamma);
TotalColor.g=pow(TotalColor.g,1.8-Gamma);
TotalColor.b=pow(TotalColor.b,1.8-Gamma);
Code: Select all
if((PolyFlags & PF_Modulated)!=PF_Modulated)
{
// Gamma
TotalColor.r=pow(TotalColor.r,3.6-Gamma*2);
TotalColor.g=pow(TotalColor.g,3.6-Gamma*2);
TotalColor.b=pow(TotalColor.b,3.6-Gamma*2);
}
Sometimes you have to lose a fight to win the war.
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
www.oldunreal.com/betatest/XOpenGL1.0.0.8_UT4.36.zip
* Fixed hopefully remaining fogging issues
* Fixed some performance issue causing very short stuttering sometimes.
* Fixed some memory cleanup issue
* Shader cleanups, using a global include now.
* Thanks to han, sharing experience and code I was able to integrate full support for UED.
* Fixed hopefully remaining fogging issues
* Fixed some performance issue causing very short stuttering sometimes.
* Fixed some memory cleanup issue
* Shader cleanups, using a global include now.
* Thanks to han, sharing experience and code I was able to integrate full support for UED.
Last edited by Smirftsch on Mon May 23, 2016 5:44 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Crash @start with a Radeon 7850 (Crimson 15.6.2) - 1.0.0.7 is workingwww.oldunreal.com/betatest/XOpenGL1.0.0.8_UT4.36.zip
* Fixed hopefully remaining fogging issues
* Fixed some performance issue causing very short stuttering sometimes.
* Fixed some memory cleanup issue
* Shader cleanups, using a global include now.
* Thanks to han, sharing experience and code I was able to integrate full support for UED.
No problem with a GeForce 750 Ti
Last edited by lowenz on Tue May 24, 2016 1:51 pm, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
that's rather unexpected. Can you give me a log?
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Here!that's rather unexpected. Can you give me a log?
Log: Opened viewport
Log: Bound to XOpenGLDrv.dll
Log: XOpenGL: Creating new OpenGL context.
Init: XOpenGL: Glew successfully initialized.
Init: XOpenGL: DesiredColorBits: 32
Init: XOpenGL: DesiredDepthBits: 24
Init: XOpenGL: Setting PixelFormat: 11
Init: GL_VENDOR : ATI Technologies Inc.
Init: GL_RENDERER : AMD Radeon HD 7800 Series
Init: GL_VERSION : 3.3.13440 Core Profile Forward-Compatible Context 16.200.1010.1002
Init: GL_SHADING_LANGUAGE_VERSION : 4.50
Init: GLEW Version : 1.13.0
Init: OpenGL 3.3 context initialized!
Log: XOpenGL: Fullscreen NewX 1920 NewY 1080
Log: ChangeDisplaySettings with RefreshRate: 1920x1080, 60 Hz
Log: XOpenGL: MaxCombinedTextureImageUnits: 192
Log: XOpenGL: MaxDualSourceDrawBuffers: 1
Log: XOpenGL: MaxTextureSize: 16384
Log: XOpenGL: MaxAnisotropy = (16/16)
Log: XOpenGL: NumAASamples: (0/8)
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.vert
Log: XOpenGL: No compiler messages for xopengl/DrawSimple.frag
Log: XOpenGL: No compiler messages for xopengl/DrawTile.vert
Log: XOpenGL: Log compiling xopengl/DrawTile.frag Fragment shader failed to compile with the following errors:
ERROR: 0:116: error(#162) Wrong operand types: no operation "!=" exists that takes a left-hand operand of type "uniform highp 4-component vector of vec4" and a right operand of type "const float" (or there is no acceptable conversion)
ERROR: error(#273) 1 compilation errors. No code generated
Warning: XOpenGL: Failed compiling xopengl/DrawTile.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplex.vert
Log: XOpenGL: Log compiling xopengl/DrawComplex.frag Fragment shader failed to compile with the following errors:
ERROR: 0:118: error(#162) Wrong operand types: no operation "!=" exists that takes a left-hand operand of type "uniform highp 4-component vector of vec4" and a right operand of type "const float" (or there is no acceptable conversion)
ERROR: error(#273) 1 compilation errors. No code generated
Warning: XOpenGL: Failed compiling xopengl/DrawComplex.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexLM.vert
Log: XOpenGL: Log compiling xopengl/DrawComplexLM.frag Fragment shader failed to compile with the following errors:
ERROR: 0:118: error(#162) Wrong operand types: no operation "!=" exists that takes a left-hand operand of type "uniform highp 4-component vector of vec4" and a right operand of type "const float" (or there is no acceptable conversion)
ERROR: error(#273) 1 compilation errors. No code generated
Warning: XOpenGL: Failed compiling xopengl/DrawComplexLM.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexFM.vert
Log: XOpenGL: Log compiling xopengl/DrawComplexFM.frag Fragment shader failed to compile with the following errors:
ERROR: 0:93: error(#162) Wrong operand types: no operation "!=" exists that takes a left-hand operand of type "uniform highp 4-component vector of vec4" and a right operand of type "const float" (or there is no acceptable conversion)
ERROR: error(#273) 1 compilation errors. No code generated
Warning: XOpenGL: Failed compiling xopengl/DrawComplexFM.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexDT.vert
Log: XOpenGL: Log compiling xopengl/DrawComplexDT.frag Fragment shader failed to compile with the following errors:
ERROR: 0:119: error(#162) Wrong operand types: no operation "!=" exists that takes a left-hand operand of type "uniform highp 4-component vector of vec4" and a right operand of type "const float" (or there is no acceptable conversion)
ERROR: error(#273) 1 compilation errors. No code generated
Warning: XOpenGL: Failed compiling xopengl/DrawComplexDT.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexMT.vert
Log: XOpenGL: Log compiling xopengl/DrawComplexMT.frag Fragment shader failed to compile with the following errors:
ERROR: 0:117: error(#162) Wrong operand types: no operation "!=" exists that takes a left-hand operand of type "uniform highp 4-component vector of vec4" and a right operand of type "const float" (or there is no acceptable conversion)
ERROR: error(#273) 1 compilation errors. No code generated
Warning: XOpenGL: Failed compiling xopengl/DrawComplexMT.frag
Log: XOpenGL: No compiler messages for xopengl/DrawGouraud.vert
Log: XOpenGL: Log compiling xopengl/DrawGouraud.frag Fragment shader failed to compile with the following errors:
ERROR: 0:239: error(#162) Wrong operand types: no operation "!=" exists that takes a left-hand operand of type "uniform highp 4-component vector of vec4" and a right operand of type "const float" (or there is no acceptable conversion)
ERROR: error(#273) 1 compilation errors. No code generated
Warning: XOpenGL: Failed compiling xopengl/DrawGouraud.frag
Log: XOpenGL: No compiler messages for xopengl/DrawGouraudMeshBuffer.vert
Log: XOpenGL: No compiler messages for xopengl/DrawGouraudMeshBuffer.frag
Log: XOpenGL: No compiler messages for xopengl/DrawComplexSinglePass.vert
Log: XOpenGL: Log compiling xopengl/DrawComplexSinglePass.frag Fragment shader failed to compile with the following errors:
ERROR: 0:221: error(#162) Wrong operand types: no operation "==" exists that takes a left-hand operand of type "highp 4-component vector of vec4" and a right operand of type "const float" (or there is no acceptable conversion)
Last edited by lowenz on Wed May 25, 2016 1:23 pm, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Operand (conversion of FP variables) problem in the shaders.....
Last edited by lowenz on Wed May 25, 2016 1:27 pm, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
gah...
replace in DrawComplexSinglePass.frag, DrawGouraud.frag and DrawTile.frag
if (DrawColor != 0.0)
with
if (DrawColor.x > 0 || DrawColor.y > 0 || DrawColor.z > 0 || DrawColor.w > 0)
pretty much at the end of the file.
Not sure yet anyway if this will be final solution, it's for editor only now, so probably not. Nvidia and Intel I think which I used in between made this without problem, only AMD complains. Guess it's not fully valid after all.
replace in DrawComplexSinglePass.frag, DrawGouraud.frag and DrawTile.frag
if (DrawColor != 0.0)
with
if (DrawColor.x > 0 || DrawColor.y > 0 || DrawColor.z > 0 || DrawColor.w > 0)
pretty much at the end of the file.
Not sure yet anyway if this will be final solution, it's for editor only now, so probably not. Nvidia and Intel I think which I used in between made this without problem, only AMD complains. Guess it's not fully valid after all.
Sometimes you have to lose a fight to win the war.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
You can't compare with "==" or "!=" FP values.gah...
replace in DrawComplexSinglePass.frag, DrawGouraud.frag and DrawTile.frag
if (DrawColor != 0.0)
with
if (DrawColor.x > 0 || DrawColor.y > 0 || DrawColor.z > 0 || DrawColor.w > 0)
pretty much at the end of the file.
Not sure yet anyway if this will be final solution, it's for editor only now, so probably not. Nvidia and Intel I think which I used in between made this without problem, only AMD complains. Guess it's not fully valid after all.
It's a classic programming error :p (FP values are not "perfect numbers")
Last edited by lowenz on Thu May 26, 2016 7:23 pm, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Oh, that's perfectly valid here since I really only need to know if one value is > 0, which is only for editor selection the case. I don't need any real near or equal FP comparisons here. It's just that Intel or Nvidia allow me a method for that I found pretty handy, AMD doesn't.
But as said, I want to clean it up some more for editor anyway.
Although, while looking at it, just to check that
DrawColor.w > 0.0
is absolutely enough.
But as said, I want to clean it up some more for editor anyway.
Although, while looking at it, just to check that
DrawColor.w > 0.0
is absolutely enough.
Last edited by Smirftsch on Fri May 27, 2016 8:55 am, edited 1 time in total.
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shoober420
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Is there a Linux build of this?
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
for the 227j beta there is, for UT not yet due to the ancient toolchain needed. Also its working with SDL2, which I need/want to migrate to UT then as well. Will attempt to make a build though, just can't promise when.
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r2rX
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
That's great news. I migrated to Linux recently and got Unreal Tournament & Unreal Gold up and running. It would be epic to have an updated OpenGL renderer for them.for the 227j beta there is, for UT not yet due to the ancient toolchain needed. Also its working with SDL2, which I need/want to migrate to UT then as well. Will attempt to make a build though, just can't promise when.
Last edited by r2rX on Fri Jun 10, 2016 12:09 pm, edited 1 time in total.
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
XOpenGL1.0.0.9_UT4.36 available.
Added OpenGLVersion option, to switch between OpenGL3.3 Core and OpenGLES3.0, some (low end) graphics card rather support GL ES than 3.3 Core, also performance may differ for these. Some OpenGL extensions like UseBufferInvalidation are unavailable for ES though.
Moved some intensive calculations into shaders (GPU) in order to reduce CPU usage quite some, this will increase overall performance especially for weaker CPU's when using XOpenGL.
Added OpenGLVersion option, to switch between OpenGL3.3 Core and OpenGLES3.0, some (low end) graphics card rather support GL ES than 3.3 Core, also performance may differ for these. Some OpenGL extensions like UseBufferInvalidation are unavailable for ES though.
Moved some intensive calculations into shaders (GPU) in order to reduce CPU usage quite some, this will increase overall performance especially for weaker CPU's when using XOpenGL.
Sometimes you have to lose a fight to win the war.
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REA
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Hi,
Thanks for the effort. GNU/Linux port of UT desperately needs an up-to-date renderer. The most recent renderer was ported from UTGLR'e OpenGL renderer which is quite old for modern distros; lacks many options and many preferences are now broken.
http://www.letsplayut.com/
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1355076731
I am volunteer for alpha/beta testing if needed. Thank you.
Regards.
Thanks for the effort. GNU/Linux port of UT desperately needs an up-to-date renderer. The most recent renderer was ported from UTGLR'e OpenGL renderer which is quite old for modern distros; lacks many options and many preferences are now broken.
http://www.letsplayut.com/
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1355076731
I am volunteer for alpha/beta testing if needed. Thank you.
Regards.
Last edited by REA on Wed Jun 29, 2016 8:59 pm, edited 1 time in total.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
AMD Radeon HD 7850
OpenGL ES -> 100 FPS
OpenGL "Core" -> 25 FPS
Same spot, same settings.....
With a GeForce 750 Ti over9000 FPS.....
OpenGL ES -> 100 FPS
OpenGL "Core" -> 25 FPS
Same spot, same settings.....
With a GeForce 750 Ti over9000 FPS.....
Last edited by lowenz on Wed Jun 29, 2016 9:59 pm, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Which pretty much confirms what I saidAMD Radeon HD 7850
OpenGL ES -> 100 FPS
OpenGL "Core" -> 25 FPS
Same spot, same settings.....
With a GeForce 750 Ti over9000 FPS.....
Last edited by Smirftsch on Thu Jun 30, 2016 8:43 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
yeah, I'm very much aware about the poor situation for Linux currently, but can't give any promises at the moment when I will find enough time, life doesn't give me a rest right now.Hi,
Thanks for the effort. GNU/Linux port of UT desperately needs an up-to-date renderer. The most recent renderer was ported from UTGLR'e OpenGL renderer which is quite old for modern distros; lacks many options and many preferences are now broken.
http://www.letsplayut.com/
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1355076731
I am volunteer for alpha/beta testing if needed. Thank you.
Regards.
The entire toolchain is older than any debian release and that speaks for itself. All Linux build would require a recompile in theory...
PS: Welcome here
Last edited by Smirftsch on Thu Jun 30, 2016 8:56 am, edited 1 time in total.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
No video output, black screen (but the audio is playing!) with a GeForce 9600M (mobile system with Windows 10 64 and lastest drivers for the 9600M from MS Windows Update).
No difference between "Core" and "ES".
OpenGL message closing UT manually with "quit" command:
"too many errors", LOL
No difference between "Core" and "ES".
OpenGL message closing UT manually with "quit" command:
"too many errors", LOL
Last edited by lowenz on Fri Jul 01, 2016 8:00 am, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Addendum: Enabling "Precache" the screen shows "Precaching" word forever with the music playing :p
Last edited by lowenz on Fri Jul 01, 2016 8:03 am, edited 1 time in total.
The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
I've seen this error only if the card isn't supporting the OpenGL version fully. In other words, neither OpenGL3.3 nor OpenGL ES 3.0 are correctly supported by the drivers of this card as far I can tell.
Sometimes you have to lose a fight to win the war.