I compared Intel’s caps with NVidia’s caps. The only difference is the lack of LATC and TextureBuffer.
Is the TextureBuffer important in deferred shading? Is someone have any experience with his own deferred pipeline on Intel?
EDIT: is there a way to disable TextureBuffer caps on the machine that supports it? I found GL11.glDisable() but cannot find a proper value of TextureBuffer.
I just need to run the game without that particular cap and see if it have the same graphics issues.
Looks like I solved the DDSs problems, only few formats are not supported, so I can replace them with supported ones. I only need to have two normal map textures for every model that needs to have the best quality (BC5). Other looks good with DXT3nm.
Now I need to find out what causes the white-pink-blue-pony image Additionally the game is very unstable on Intel. Today I’ll debug it on similar machine.
AAA Game studio can tell to users everything. I’m (we all here) are indies, we shouldn’t do that. It is a matter of quality of the whole game, including graphics.
The funny thing is that I fixed few small issues and the game finally works on Intels - old Intels!
There are still serious issues on cards integrated with CPUs (i5, i7 and so on), now I’m looking for a laptop with such card.
The strange thing - shader’s function distance(p1, p2) is causing game crash on Intels.