

Wow, so now Anth is left alone working on the patch?Feralidragon wrote: ↑Sat Jan 22, 2022 8:47 pm Just please remember that the 469 patch was being developed by just 2 people, and one of them stopped contributing last week, at least for now (for an indefinite amount of time), so things will be slow, but the progress is real, and everyone there is attentive to all reported issues (especially Anthrax, the patch lead).
It's ok, I know lots of people prefer it, but I guess it depends on each system. In my case, I get a lot less fps than with the OpenGL, and for some reason it crashes with the HD Skins mutator. I won't bother to find out why. But the game does look a lot better with the ARB enabled. Just have to tweak the gamma offset a bit, and it is all good.
Automatically merged
Thanks Higor. Very good information here.Higor wrote: ↑Mon Jan 24, 2022 2:41 pm v469c notes regarding GL:
That option will be gone and will instead be default behaviour (no more shaderless rendering)
The underlying cause of the problem was fixed anyways.
As for how brightness is applied that's left to a new option named ColorCorrectionMode, you may use:
- InShader: apply it on every surface, not precise where there's transparency.
- UseFramebuffer: render everything offscreen, apply it on the final framebuffer pass.
- UseGammaRamp: old way using changing the operating system's gamma ramp.
* Notes for linux systems:
** UseGammaRamp does nothing.
** UseFrameBuffer is required for Anti-Aliasing support.
The render device will have a hidden, experimental OpenGL 3.3 mode in it, while it's incomplete (and crashes the texture browser in editor) it can be a fallback for systems where the default OpenGL Compatibility/2.1 modes don't work well.