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rpcs3 on OS X
#3
(08-04-2014, 08:32 AM)Bigpet Wrote:
(08-04-2014, 12:09 AM)captainhorst Wrote: Then the core vs legacy issue: will rpcs3 rely on those deprecated features in the future or will you switch to core only?
What do you think?

For the forseeable future we will still use a compatibility profile and use "deprecated features". Just because some of these features correspond 1:1 to Commands in libGcm. Re-building these features with a GL core features would sometimes involve quite a bit of work.

Of course, that makes sense. Ok, for now I will try to work on wxWidgets to be able to specify the OpenGL profile.

Edit: created a ticket http://trac.wxwidgets.org/ticket/16402.

(08-04-2014, 08:32 AM)Bigpet Wrote: But if you're up to the task of accurately emulating the deprecated functionality with shaders and reliably sync the additional state with the used shaders then I would suggest adding that as a second renderer option.

I will look into that. Smile
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Messages In This Thread
rpcs3 on OS X - by captainhorst - 08-04-2014, 12:09 AM
RE: rpcs3 on OS X - by Bigpet - 08-04-2014, 08:32 AM
RE: rpcs3 on OS X - by captainhorst - 08-04-2014, 04:54 PM

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