autodidacticphd
Recruit
Hanakoganei, I may have mentioned before, but I think it's because of a difference between how directX and OpenGL handle shaders. If someone set up their textures using shaders that were already in the game, then (and this is just a guess) those textures are benefiting from Taleworld's work in moving the game across platforms. It's only people who wanted to add graphical content *that went above and beyond* which are having problems. So, the stuff that replaces ground textures etc... In any case, the key thing is that DirectX is proprietary Windows content. Also, as I've mentioned before, the game and mod run fine (though a little bit slower) on Linux via WINE where you do still use DirectX, it's just when you try to break away from it that things start to go screwy. The texture format isn't a problem for OpenGL per se, it's just that you have to set them up differently. It can be done, and for someone who knows their way around the mods and OpenGL the job is probably even trivial... just tedious. Whatever the case, the game's devs said at the outset that any mods which changed the shaders *specifically* would be broken and would have to be changed by the mod authors.
Also, I did check Tevarin/Belani (which I forgot is all one map, just with invisible walls keeping you either in town or in the castle) and it renders just fine... in fact, now that I'm thinking about it, it's just possible that the sky on that map rendered properly too... I should go back and double check that.
Also, I did check Tevarin/Belani (which I forgot is all one map, just with invisible walls keeping you either in town or in the castle) and it renders just fine... in fact, now that I'm thinking about it, it's just possible that the sky on that map rendered properly too... I should go back and double check that.