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190 lines
13 KiB
Markdown
190 lines
13 KiB
Markdown
# OpenGL 4.6 renderer
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The default renderer (`gfxrenderer default`, the `modern` backend, `rendering/opengl46/`) runs on an
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**OpenGL 4.6 core profile** context. There is no fallback to an older version, and the OpenGL 2.1 (legacy)
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renderer and the OpenGL ES / ANGLE path no longer exist.
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For how the lights are handled, see [clustered-lighting.md](clustered-lighting.md).
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## Requirements
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- A graphics card and driver that provide **OpenGL 4.6** (core profile). What the driver offers is written to
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the log at start: `Renderer:`, `Vendor:` and `GL version:`.
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- A CPU with AVX2, as before.
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- Windows and Linux. macOS provides OpenGL only up to 4.1, so the renderer does not run there.
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- The experimental Better Renderer (`gfxrenderer experimental`) is a separate renderer and is not affected.
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On Linux, `glxinfo -B` should report an `OpenGL core profile version string` of 4.6 or newer.
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### If the simulator does not start
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When the context cannot be created, the log (`log.txt`) contains a line like
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```
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Bad init: failed to create OpenGL 4.6 core profile context (<GLFW error>); the graphics card/driver provides: OpenGL X.Y ..., <renderer> (<vendor>)
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```
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On Windows the same text is shown in a message box. Updating the graphics driver is the usual fix; a card
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which does not support OpenGL 4.6 cannot run this renderer. The process ends with a non-zero exit code.
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## eu07.ini
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### Removed options
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Old `eu07.ini` files still load. These entries are read and ignored, with a line in the log:
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| Entry | What happens now |
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| `gfxrenderer legacy`, `simple` or any other value except `default`, `full` and `experimental` | the default renderer is used (`eu07.ini: gfxrenderer "X" is no longer supported, using "default"`) |
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| `usevbo` | ignored (`eu07.ini: "usevbo" is no longer supported and was ignored`) |
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| `gfx.usegles` | ignored, same message |
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| `gfx.angleplatform` | ignored, same message |
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`gfxrenderer full` is still taken for `default`.
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### New options
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| Entry | Default | Meaning |
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| `gfx.lights.clustered yes/no` | `yes` | `yes`: every lit vehicle headlight within 1 km lights the surroundings (see below). `no`: the shading goes through the first `dynamiclights` headlights only, as the old renderer did; useful to compare images or to work around a problem |
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| `gfx.lights.clusterheatmap yes/no` | `no` | debug view: the number of lights in each cluster, drawn over the image |
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### Sky light and exposure
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All of these are optional; a missing entry takes the default. The switches can also be changed while the simulator
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runs, in the **Sky and exposure** debug window. With every switch set to `no` the image is as before these options
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existed.
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| Entry | Default | Meaning |
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| `gfx.ambient.sh yes/no` | `yes` | the ambient light depends on where a surface faces: more from the bright part of the sky, less from the ground below. The average stays the ambient light the simulation works out |
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| `gfx.ambient.sh.strength` | `1.0` | 0..2: how much the ambient light differs between directions (0 = uniform, as before) |
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| `gfx.ambient.groundalbedo` | `0.1` | 0..1: how much light the ground below the horizon gives back (to the directional ambient light and to the atmosphere) |
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| `gfx.envmap.ggx yes/no` | `yes` | rough reflections read the environment map prefiltered with the GGX lobe (made in a compute pass after each update of the map) instead of its plain mipmaps |
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| `gfx.atmosphere yes/no` | `yes` | the sky, the colour of the sunlight, the ambient light and the fog colour come from a physical model of the atmosphere (Hillaire 2020) during the day; the old sky takes over between 10 degrees of sun elevation and 6 degrees below the horizon, and at night. Render only: the simulation keeps its own values |
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| `gfx.atmosphere.sky` | `1.0` | brightness of the drawn sky and of the fog colour (1 = calibrated against the old sky) |
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| `gfx.atmosphere.ambient` | `1.0` | brightness of the ambient light from the atmosphere |
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| `gfx.atmosphere.sun` | `1.0` | brightness of the sunlight from the atmosphere |
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| `gfx.atmosphere.haze` | `1.0` | amount of aerosols on a clear day (whiter, hazier sky); the weather adds to it with the overcast |
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| `gfx.atmosphere.altitude` | `200` | height of the scenery above the sea level, metres |
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| `gfx.postfx.autoexposure yes/no` | `yes` | the exposure follows the average brightness of the image (luminance histogram, compute pass) |
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| `gfx.postfx.autoexposure.key` | `0.3` | average luminance of the image the exposure is set for |
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| `gfx.postfx.autoexposure.min` | `-1.0` | the most the exposure darkens a bright image, EV |
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| `gfx.postfx.autoexposure.max` | `0.5` | the most the exposure brightens a dark image, EV. Kept low on purpose: tunnels and the night are not meant to be brightened much |
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| `gfx.postfx.autoexposure.speed.dark` | `1.0` | rate of adaptation to a darker image, 1/s |
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| `gfx.postfx.autoexposure.speed.bright` | `3.0` | rate of adaptation to a brighter image, 1/s |
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| `gfx.postfx.autoexposure.compensation` | `0.0` | fixed exposure correction, EV; applies also with the automatic exposure off |
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| `gfx.postfx.bloom yes/no` | `yes` | glow around bright parts of the image |
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| `gfx.postfx.bloom.intensity` | `0.04` | share of the glow in the image |
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| `gfx.postfx.bloom.threshold` | `0.0` | luminance below which nothing glows; 0 = everything contributes a little (physically based) |
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The automatic exposure and the bloom need the post processing pipeline (`gfx.skippipeline no`, the default).
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Model previews of the editor use none of these.
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### Ambient occlusion
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Darkening of creases, corners and the ground under objects, worked out from the depth of the image (screen space)
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and multiplied into the image before the motion blur and the tonemapping. It works with and without motion blur.
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It darkens all light alike, the sun and the headlights included; limiting it to the ambient light needs the depth
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before the shading (a depth prepass), which is planned later.
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| Entry | Default | Meaning |
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| `gfx.postfx.ao gtao/ssao/no` | `gtao` | `gtao` (or `yes`): ground truth ambient occlusion (Jimenez et al. 2016), at half the resolution with a depth aware smoothing and upsampling. `ssao`: the older, experimental ssao. `no`: none, and no targets are made for it; the mode can then not be turned on in the debug window |
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| `gfx.postfx.ao.radius` | `1.5` | 0.1..10: reach of the occluders, metres |
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| `gfx.postfx.ao.strength` | `1.0` | 0..4: power the occlusion is raised to; 1 = as computed, 0 = none |
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| `gfx.postfx.ao.bounce` | `0.3` | 0..1: albedo of the surfaces assumed for the light that comes back after more bounces (brightens the occlusion a little) |
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| `gfx.postfx.ao.quality slices steps` | `3 4` | directions searched around each pixel (1..8) and samples on each side of a direction (1..16) |
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### Lamps
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With the clustered lights on, lamps light their surroundings, besides the sun and the vehicle headlights. Without the
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clustered lights (`gfx.lights.clustered no`) none of this happens and the cab is lit as before. The switches and
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scales can also be changed in the **Light clusters** debug window.
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- **Light points of models** (`freespotlight` submodels: street and platform lamps, signals, lamps of vehicles) are taken
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the way the experimental renderer takes them. A point which is visible, has self-illumination (`SelfIllum` `true`, or a
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threshold the light level is below) shines as a spot light along the -z axis of its submodel, in the cone of its glare
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(`FalloffAngle`, full brightness within `HotspotAngle`), in its colour; `hotspotpower` scales it. Lamps of scenery
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models switched with `Light_On` / `Light_Off` (`lights` of the model node, events) turn their light points on and off
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with them. Nothing in the models has to change; a light point without self-illumination stays a glare only.
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- **Lit compartments of vehicles** (the `cab`, `corridor`/`korytarz` and `compartment`/`przedzial` sections of the low
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poly interior) give a point light in the middle of the section, in the colour of the interior light, unless the
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section holds light points of its own (these light it then, through its self-illumination).
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- **The cab lamp** of the occupied cab is a point light under the top of the cab model. Before, it added to the ambient
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light of the whole cab and weakened the shadows of the sun in it; now a share of that ambient light is kept for the light
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which bounces around the cab (`gfx.lights.cab.bounce`), and the sun shadows stay.
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The lamps of models and compartments fade in from the light level at which scenery lamps switch on (`ls_Dark`) to full
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darkness; in daylight they are not gathered at all. None of these lights casts shadows yet, so they also light what is
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behind walls within their reach; that reach is kept short for compartments and the cab.
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| Entry | Default | Meaning |
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| `gfx.lights.scenery yes/no` | `yes` | light points of scenery models light their surroundings |
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| `gfx.lights.vehicles yes/no` | `yes` | light points of vehicles and their lit compartments light their surroundings |
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| `gfx.lights.cab yes/no` | `yes` | the cab lamp is a point light; `no`: it adds to the ambient light of the cab, as before |
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| `gfx.lights.freespot.intensity` | `10` | brightness of a light point (the experimental renderer uses the same default) |
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| `gfx.lights.compartment.intensity` | `1.0` | brightness of the light of a lit compartment |
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| `gfx.lights.cab.intensity` | `1.5` | brightness of the cab lamp |
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| `gfx.lights.cab.bounce` | `0.3` | 0..1: share of the former ambient light of the cab lamp kept with the lamp on |
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| `gfx.lights.range` | `300` | distance from the camera the lamps of models and vehicles are gathered from, metres |
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### Changed option
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`dynamiclights` (0..7) used to limit the number of headlight sets that light the surroundings. It is still
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read, but it only takes effect with `gfx.lights.clustered no`.
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## What looks different from the previous renderer
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- **No limit of 7 lit headlights.** All lit headlights within 1 km take part in the lighting (each lit end
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of a vehicle counts separately), up to 1023 lights in the buffer (headlights, lamps and the cab lamp) and 64 reaching
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any one part of the view. Beyond
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these capacities the farthest and dimmest lights are dropped, and the statistics show how many.
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- **Outside the beam texture a headlight adds nothing.** Before, the edge of the texture was stretched
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beyond the beam, which could leave a faint glow around vehicles. This also applies with
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`gfx.lights.clustered no`.
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- **Reflections (environment map)** are lit with the sun as seen from the reflection itself, and vehicle
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headlights no longer light the scene in them.
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- **Motion blur and ambient occlusion** read the real depth of the scene. Before, the depth texture was read in a way the
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specification leaves undefined, and the result depended on the driver.
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- **Lines are 1 pixel wide**, as they always were on this kind of context. The widths the code asked for
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(catenary wires, map tracks) never took effect.
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The editor (F11, orthographic view), the reflection pass and the model previews do not use clusters. The
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editor goes through the first `dynamiclights` headlights, the reflections through the sun only.
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## Statistics and debugging
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- **Shift+F12**, Gfx Renderer: the `lights:` row gives the number of lit headlight sets, how many did not fit,
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and `clustered` or `first N`. With clusters on, `clusters:` (rebuilding of the grid, which happens when the
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projection or the draw range change) and `cull:` (assigning lights to clusters, every frame) show the GPU
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time, and `cluster lists:` the size of the lists and the number of dropped (cluster, light) pairs
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(`overflow`, with its peak). A non-zero overflow means some cluster held more than 64 lights.
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- **Light clusters** window (in debug mode, menu *Windows*, item *Headlight config* opens the renderer debug
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windows): the switch for clustered lights, the heat map, the grid state and the same counters, and the switches and
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scales of the lamps with their counts. Shift+F12 shows the lamps in the `local lights:` row: how many were gathered (from
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scenery models, vehicles and compartments, and the cab lamp), how many were placed in the light buffer of the main view
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(those that may light something in view) and did not fit, and the cpu time of gathering them.
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- **Sky and exposure** window (next to the Light clusters window): the switches and scales above, the share of the
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atmosphere, the colours of the sun, ambient light and fog in use, and the measured luminance and exposure.
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Shift+F12 shows the GPU time of `atmosphere:` (look-up tables, only when the sun moved or the weather changed),
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`envmap ggx:` (prefiltering, with each update of the environment map), `exposure:` and `bloom:`. The same window holds
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the ambient occlusion mode and its settings; Shift+F12 shows its time as `ambient occlusion:` (gtao only).
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- `gfx.gldebug yes` turns on the OpenGL debug output (`KHR_debug`); messages go to the log.
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## Building
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`-DWITH_OPENGL_MODERN=ON` (default) builds this renderer; `WITH_OPENGL_LEGACY` and the GLES / ANGLE options
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are gone. Linux builds still use `-DWITH_BETTER_RENDERER=OFF`.
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All shaders in `shaders/` can be checked without a graphics card against GLSL 4.60, compute stage included:
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```
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ci_shadervalidator/build.sh
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cd ci_shadervalidator && ./validateshaders
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```
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It needs `g++` with C++20, `glslangValidator` (Debian/Ubuntu: `glslang-tools`) and the `ref/glm` submodule.
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The same check runs in CI for changes to shaders and the `gl/` wrappers.
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