What about nouveau and low-end intel?Yacoby wrote:Solution: Don't touch ATI with a bargepole?
Everything about development and the OpenMW source code.
The main problem is that the fragment shaders are too large. It defines a shader to handle per pixel lighting for 8 lights, which causes Cg to build an ARBfp1 shader that has "too many ALU instructions". I haven't been able to get Ogre to have Cg make GLSL shaders instead of ARBfp1 (Ogre complains there's no usable profile or something if I add "glsl" to the profile list, even if I leave in "arbfp1"), which I was trying in the hopes that MESA's GLSL compiler would create better shaders.werdanith wrote:I think the fact that the terrain makes heavy use of shaders, which is bad news for half the linux ecosystem of graphics drivers and hardware is worth mentioning...
Lowering the number of lights down to 4 gets the shaders working, though the colors go wonky for some reason.
 The fixed-function pipeline in OpenGL/D3D only allow per vertex lighting for up to 8 lights, by comparison. Per-pixel lighting for 8 lights is a lot more intensive.
Reflection and refraction were done before, it made the framerate drop a lot. So I disabled both.scrawl wrote:Will be fixed once we have depth maps for the water. (I will probably do that for 0.15, along with reflection & refraction maps)