So then, a test for shader level compatibility, and consequent alternative
shaders, must be added.

My GMA3150 (Atom N450; native support for OpenGL1.4/DirectX 9c) claims: 
GL renderer is: "ANGLE (Intel(R) Graphics Media Accelerator 3150
Direct3D9Ex vs_0_0 ps_2_0)".

Huh - what is vs_0_0 ?

In StelMainView.cpp, I added a line 303

qDebug() << "GL shading support is" << QString(reinterpret_cast<const
char*>(glGetString(GL_SHADING_LANGUAGE_VERSION)));

My NVidia GTX 580M returns (on my MinGW/OpenGL build here...):
GL shading support is "4.40 NVIDIA via Cg compiler"
The Atom N450 says, on the freshly upgraded Qt5.3.1/MSVC2013/ANGLE:

GL shading support is "OpenGL ES GLSL ES 1.00 (ANGLE 1.3.5bb7ec572d0a)"

indicating language level GLSL ES1.0 should indeed be available (note
about confusion with version numbers: this is not OpenGL ES1.0, but GLSL
ES1.0 whch belongs to OpenGL ES 2.0!). I have not yet made a test with an
ANGLE build on capable hardware, which might then show another message.

Likely lots of the old/cheap hardware will show similar messages, so
alternative "lightweight" shaders would be required, like the OpenGL1
fallback mode of earlier times, only (hopefully) autodetected?

G.


On So, 27.07.2014, 14:03, Alexander Wolf wrote:
> Hi!
>
> 2014-07-27 16:38 GMT+07:00 Georg Zotti <[email protected]>:

>> I cannot find any info on how to programmatically check shader level
support from the GPU: is Angle limited to pixelshader2, vertexshader2
and
>> the shaders fail on every Angle system, or would it compile vs_3, ps_3 if
>> the graphics card supports this, i.e., does the startup message on a
capable system mention vs_3/ps_3 support?
>
> If system is supported vs_3/ps_3 then it will be used.





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