SELF NACK We require OpenGL 3.0 after all
Got confused by this part of code: static const EGLint ctx_att[] = { #ifdef EGL_CONTEXT_MAJOR_VERSION EGL_CONTEXT_MAJOR_VERSION, 3, #else EGL_CONTEXT_CLIENT_VERSION, 3, #endif EGL_NONE }; Still, do we really need to support OGL 3.0? Basically all hardware since 2006 supports OGL 3.3 and up, with most of it skipping 3.0 - 3.2 altogether Intel GPUs support it since Sandy Bridge, but before that they supported only version 2.1 On Mon, Jul 18, 2016 at 10:44 AM, Lukas Venhoda <lvenh...@redhat.com> wrote: > Since spice-widget-egl already requires Opengl 3.3, > change shader version from 130 (OGL3.0) to 330 (OGL3.3) > > This change enables more advanced features in OpenGL shaders. > --- > src/spice-widget-egl.c | 4 ++-- > 1 file changed, 2 insertions(+), 2 deletions(-) > > diff --git a/src/spice-widget-egl.c b/src/spice-widget-egl.c > index 0698af3..2b34271 100644 > --- a/src/spice-widget-egl.c > +++ b/src/spice-widget-egl.c > @@ -37,7 +37,7 @@ > > static const char *spice_egl_vertex_src = \ > " \ > - #version 130\n \ > + #version 330\n \ > \ > in vec4 position; \ > in vec2 texcoords; \ > @@ -53,7 +53,7 @@ static const char *spice_egl_vertex_src = \ > > static const char *spice_egl_fragment_src = \ > " \ > - #version 130\n \ > + #version 330\n \ > \ > in vec2 tcoords; \ > out vec4 fragmentColor; \ > -- > 2.7.4 > > -- Lukas Venhoda
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