I’ve got a couple of questions about jME capabilities.
Firstly, does it support GLSL. I’ve seen that it supports the fragment program and vertex progam extensions, but I mean the ARB_shading_language_100 extension?
Secondly, are there ‘code paths’ within the renderer. By that, I mean does the renderer use open gl extensions if they are found for particular hardware?
P.S this is a fantasic API by the way.
You can not use GLSL. You can add the GLSL to jme if you want being that jme is open-source.
Currently, no support for GLSL.
Code paths are somewhat there, we probably need to solidify it more though. Currently, it will fall back onto older paths for things such as VBO and vertex array calls.
I hope that by "Currently" you do not mean that you will change it. I count on the fall backs for my computer and jme would be useless without them for committal games. Most of these games, especially share war, require that the game run on as meny computers as possible.
yep, we may be into that soon -shareware games- and it’s key to keep it for the lowest range, shaders use to demand certain cards, and you have to go to really low specs.
Without assuming too much, I think by "currently" mojo was implying more in the future, not less. (as in more alternative code paths for really old machines)
I wouldn't mind having a crack at doing this. What's the procedure - work on the checked out version and send my changes to someone?
you create the code, test it, then post it on the "Code review" board for the devs to review. Then when Mojo and the devs feel its solid enough, mojo formats it, and commits it. Thast the procedure anyway.
I think its great because it puts more pressure to get things done right, not done half right and committed. Thats my opinion anyway.
Good Luck, I would love to be able to use GLSL. Just do not do any think that would disrupt use of the old shatter language because there is still some cases where it's use is better. :D