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It would be convenient to tweak user-drawn meshes (via ```view.draw```) to a new level, i.e control lighting, bump mapping, texturing, and anything else. The OpenGL Shading Language allows just that. …
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GPU, drivers, and screen setup
```
name of display: :0
display: :0 screen: 0
direct rendering: Yes
Extended renderer info (GLX_MESA_query_renderer):
Vendor: Intel (0x8086)
…
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Priority Requirements:
1. Base HLSL for DX11 as generally reusable code snippets. This can be a pre-process. (in-progress)
2. Base HLSL generator fragment support. Would be good to generalize the …
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Compiled from master
```
[gamescope] [Info] console: gamescope version 3.15.1
No CAP_SYS_NICE, falling back to regular-priority compute and threads.
Performance will be affected.
ATTENTION: defa…
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After updating to 2024-09-03 I'm getting issues loading the mesa driver:
`LIBGL_DEBUG=verbose glxinfo -B` with 2024-07-31:
```
libGL: Can't open configuration file /etc/drirc: No such file or d…
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I'm struggling to figure out why OpenGL is not enabled for my chrome instances in WSL2 with GWSL.
Output of `glxinfo -B`:
```
name of display: :0.0
display: :0 screen: 0
direct rendering: Yes
…
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**Your Godot version:**
Godot v4.2.2
**Issue description:**
The Godot shader language documentation for matrix column- vs. row-major ordering is very unclear:
1. There is no specification …
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### Tested versions
- Reproducible in: v4.3.stable.flathub [77dcf97d8]
### System information
Godot v4.3.stable (77dcf97d8) - Freedesktop SDK 23.08 (Flatpak runtime) - X11 - Vulkan (Forward+)…
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Right now it's just SDL Shading Language (SDLSL).
Which is _fine_, whatever, but maybe something better would be nice, if anyone has a good idea.
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X could get a big RGB-antialiased text performance improvement from GL_ARB_blend_func_extended, but we can't expose it without part of GLSL 1.30. However, we can't support all of 1.30 (instancing, fo…