10 | | * [http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_fragment_program GL_ARB_fragment_program] and [http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_vertex_program GL_ARB_vertex_program] (the old [http://en.wikipedia.org/wiki/ARB_(GPU_assembly_language) assembly syntax]). This is almost universally supported: from Alpha 4 it looks like 2% of users are missing this (and they're ancient hardware that will probably never work fst enough), whereas 14% are missing GLSL, and GLSL has more performance and compatibility bugs, so GLSL has an unacceptable compatibility cost but ARB programs are acceptable. This increases code complexity compared to GLSL, but not hugely, and it's much more powerful and flexible than fixed-function multitexturing. |
| 10 | * [http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_fragment_program GL_ARB_fragment_program] and [http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_vertex_program GL_ARB_vertex_program] (the old [http://en.wikipedia.org/wiki/ARB_(GPU_assembly_language) assembly syntax]). This is almost universally supported: from Alpha 4 it looks like 2% of users are missing this (and they're ancient hardware that will probably never work fast enough), whereas 14% are missing GLSL, and GLSL has more performance and compatibility bugs, so GLSL has an unacceptable compatibility cost but ARB programs are acceptable. This increases code complexity compared to GLSL, but not hugely, and it's much more powerful and flexible than fixed-function multitexturing. |