This is not shader removal but simple ARB rendering which does not use native shaders. Users asked me to make this version to compare at the same level as the MORPHOS version (but my version is much worse than the MOS version and slower). that's why I marked for fun because this rendering will not be supported in the future. for information there will be 3 renderings: ARB, ARB2 (native shaders) and GLSL (opengles 2.0)
to answer your question: yes I am rewriting part of EGL_wrap to speed up GLSL rendering
Unfortunately, I cannot answer this question, having never worked on this tabor. Looking at the specs I think it would run slow, it would all be CPU related I think. but as we always say 'will have to test and we'll see'
I do not understand the question … Already if we look closer RTCW only uses opengl1x rendering without bumpmapping and native shaders and of course we find the same bottleneck as with Doom3. Just find where it goes wrong and everything will unlock quickly and our games will fly.
Important : with a compatible gfx card Best regards
Thank you very much for your feedback, yes we notice the same symptoms on our machines and we will try to understand and especially to target this bottleneck (very present with such a game it feels even more). I am compiling my code on pc and my first tests show that my code works well and I get in 800x600 on an I7 gfx intel card with the AmigaOS4 folder and its config 120 fps I have to compile with gl4es on pc to see now (i have no staticlib win32)
@Primax thank you for this question. We are in betatest so there are no fixes to be made (whether in my code or in the 3D libraries). Finally… not everything is activated yet and there are a few surprises, otherwise it wouldn't be fun, would it?
You will absolutely need to have the new versions of ogles2 and Warp3DNOVA to make my set work. Unfortunately, I can't give you any information on its release (hoping it will be soon).