Working on the addition of a Forward+ rendering pipeline to the engine. This will allow for a lot more lights to be present at one time in a scene, point lights attached to the light sprites here as an example.
This feature requires an OpenGL 4.3 implementation, which limits it to Windows and Linux on modern graphics cards only (someone @apple fix your crap honestly). For now it's not enabled 100% of the time due to some culling regressions which should soon be fixed.
Extensions to the data will be in the form of light parameters for light equipment, and light particles in ALE.
For those with iGPUs don't fear this is toggleable and the traditional renderer is still available regardless (and runs at 60fps 1080p on my HD 515 - but on an intel 945m you get 4 lol).
Hm, i set on my potato all proper sausage: NET 4.7, required VC redistributables, ensured it have 3.3 OpenGl drivers, but still cant eat it.
Code:
Value cannot be null.
Parameter name: ptr
at System.Runtime.InteropServices.Marshal.GetDelegateForFunctionPointer(IntPtr ptr, Type t)
at LibreLancer.GL.Load(Func`3 getprocaddress)
at LibreLancer.Game.Run()
at LancerEdit.Program.Main(String[] args)
Same for any exe, with respectively different bin name in last line. Have i any chances gain freedom from milkshape?
UPD: Solved, that was caused by usage of glMemoryBarrier (which appear only from OpenGL 4.2, and of course doesnt exist on my 3.3 potato) in SystemRenderer. (also funny it have comments about no needed, its indeed ).
@"Anton Okunev" Will file a github issue for the next update. Didn't actually have anything that didn't support GL 3.2 and not 4.2 so didn't realise that entry point was not handling the null case