Castle Game Engine: Big rendering refactor: fully modern OpenGL support (3.3 core profile), mobile OpenGLES more functional (3D textures, occlusion query, more OpenGLES 3 features), ancient OpenGL better (reliable fallback to even 1.1 rendering in VMs), modernized GLSL code

We have made a few significant refactors of our low-level OpenGL(ES) code, to support better both modern GPUs, ancient GPUs and mobile GPUs. Everybody wins! 🙂 Modern GPUs We have now much better support of new OpenGL features. If we have shaders, we know we have shaders from “core”, and we initialize them with the …

Castle Game Engine: Simpler castle_base Lazarus package, no longer depends on Vampyre LPK

Going forward, CGE doesn’t depend on Vampyre packages LPK. We of course still (proudly!) use Vampyre Imaging Library for most of our image loading/saving needs, we just refer to these units a bit differently. There’s nothing for you to do. You can uninstall VampyreImagingPackage.lpk and VampyreImagingPackageExt.lpk from Lazarus IDE if you had them only for …