Comment # 4
on bug 92059
from Kai
(In reply to Kenneth Graunke from comment #3) > It looks pretty much the same on i965/broadwell as well. FWIW, I've > overheard that the game requires tessellation shaders for terrain and > character rendering, and if your driver doesn't support them, the game > simply skips the associated drawing. Nice... shouldn't the game check the features and then either fall back to some legacy code path or refuse to run with a sensible error message? Ah well. Also I find this a bit curious, since there *is* a checkbox in the graphics menu, letting me toggle tessellation. > But on radeonsi, you should have tessellation, so maybe there's something > else going on... Yes, I do have working tessellation – at least it works with Unigine Heaven for example. Of course tessellation is only supported in Core Contexts, maybe the game fails miserably there and creates a Compatibility Context? (Btw, since I'm seeing many games/porters getting context creation wrong, I was wondering what Mac OS X hands out on default? AFAIK they only support higher OpenGL feature levels in a Core Context as well. But there the games most of the times seem to work, from what I'm hearing. This leads to me wondering whether Apple just defaults to Core Contexts and whether Mesa might want to do the same then, if true.) Is there a way I can force a core context through some environment variable?
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