Ah yes, the bitfield issue, I forgot :-(

Concerning the PS2.0 issue, I *think* it may be possible to develop shader
programs with hardware capability depending branches. At least it's
possible in Unity3D shader programs, not sure about more "native"
programs. But I could also live without ring shadows on my older netbook,
if it's faster without. I must still test 0.13 there, however.

OK, hopefully these problems can be solved for 0.13.1...

Best regards,
Georg

On Mo, 14.07.2014, 12:33, Alexander Wolf wrote:
> Dear Georg,
>
> 2014-07-14 16:43 GMT+07:00 Georg Zotti <[email protected]>:
>
>> I see Windows RCs for native OpenGL (fine!) and OpenGL/MESA. The latter is
>> the pure software-GL solution for PCs without OpenGL2 capable cards, i.e.
>> the CPU has to do all. Single-core CPU platforms thus become very slow.
After all these trials with MSVC: How mature was building with ANGLE
for
>> non-OpenGL2 capable PCs with DirectX9 support? This would likely be
preferrable on the previous Atom generation of netbooks and small PCs
(2009-2010).
>
> I can build Stellarium with help of MSVC but both editions - OpenGL and
ANGLE - will be with serious problem in limited support of star
catalogs.
> It's annoying but right now I can't give correct solution for this problem.
>
> --
> With best regards, Alexander
>


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