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It's a hard requirement for GL 3.0-3.2 with GLSL 130 (anything higher than those is fine too). (C'mon, neo, you don't remember the huge OS X core profile debacle we had? I thought you were a graphics dev!) Any modern GPU, even the Intel HD 3000, should meet those requirements, but on OS X my HD 3000 falls back to Apple's software renderer due to what seems to be a driver bug. :\
shished: this isn't a bug, it just reports that your driver doesn't support AMD_pinned_memory. Everything in this missing header is optional.
mattoharvey: hard requirement is more or less ogl3. To be more accurate, glsl130 is needed and a lots of ogl3.0 extensions, The only higher requirement is ARB_sampler_objects (OGL3.3), but point me a useable driver which don't support it, so I will create a workaround. But we plan to remove the UBO workaround, so it will be the first (and only?) OGL3.1 requirement.
btw: nvidia driver does not support AMD_pinned_memory, so this extension will always missing. But the hacked buffer trys to implement it in the same (in a really really evil way)
How is fixing anti-aliasing going on? I refrain from updating only because of that.
(03-19-2013, 08:55 PM)midncircus Wrote: [ -> ]How is fixing anti-aliasing going on? I refrain from updating only because of that.
I managed to forgot this issue :-)
I've tried this two weeks ago but wasn't able to debug it. Today, I've found the correct hint.
Fixed in 3.5-1056
Just tried build 1055, and with OpenGL it crashes the emulator on game launch. Tried every setting I could think of and no difference.
Radeon 7950 i5 3570k
Exceptioninfo.txt gives this:
Unhandled Exception
Code: 0xC0000094
Call stack info: 0x77A0A67F : ?
(03-19-2013, 11:00 PM)degasus Wrote: [ -> ]Fixed in 3.5-1056
Amazing responsiveness, thank you

I can confirm that the lighting issue is resolved on Mac OSX with NVidia cards!!
This is great news! I'm so happy with this!
Tested The Last Story, Xenoblade and Monster Hunter Tri. All 3 fixed!
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