Not silly at all. But yes, the settings is coming from RenderWindow::getSettings(). Here is the code that's logging.
m_window = boost::make_shared<sf::RenderWindow>();
Int32 maxTextureSize = sf::Texture::getMaximumSize();
LOG_INFO("Maximum Texture Size: " << maxTextureSize);
const sf::ContextSettings& s = m_window->getSettings();
LOG_INFO("Context Settings: version=" << s.majorVersion << "." << s.minorVersion << " anti=" << s.antialiasingLevel << " depth=" << s.depthBits << " stencil=" << s.stencilBits);
if (!sf::Shader::isAvailable()) {
LOG_INFO("Shaders are not supported on this system.");
}
Shaders are indeed a requirement for playing the game and I even say so on the store page. I hadn't realized I could specify the required context version. Thank you very much for your help. Let me know if we can look into anything else for you since this seems to be such a special case. Cheers!
Umm... I don't know how to put it, but...
m_window = boost::make_shared<sf::RenderWindow>();
doesn't actually create the window. ;D See here (https://github.com/SFML/SFML/blob/master/src/SFML/Graphics/RenderWindow.cpp#L35). If you want to create the window, either specify some parameters or explicitly call create on the object after default-constructing it.
This is something you might end up with when explicitly requesting a 2.0+ context:
m_window = boost::make_shared<sf::RenderWindow>();
m_window->create(sf::VideoMode(100, 100), "Title", sf::Style::Default, sf::ContextSettings(0, 0, 0, 2, 0));
Int32 maxTextureSize = sf::Texture::getMaximumSize();
LOG_INFO("Maximum Texture Size: " << maxTextureSize);
const sf::ContextSettings& s = m_window->getSettings();
LOG_INFO("Context Settings: version=" << s.majorVersion << "." << s.minorVersion << " anti=" << s.antialiasingLevel << " depth=" << s.depthBits << " stencil=" << s.stencilBits);
if (!sf::Shader::isAvailable()) {
LOG_INFO("Shaders are not supported on this system.");
}
This is all adequately described in the documentation (http://www.sfml-dev.org/documentation/2.2/classsf_1_1Window.php#a30e6edf2162f8dbff61023b9de5d961d).
Tried that context_version branch to no avail. I added in logging AFTER the creation of the window and here's what we're getting now.
Context Settings: version=1.4 anti=0 depth=0 stencil=0
Shaders are not supported on this system.
Vendor: NVIDIA Corporation Renderer: GeForce GTX 460/PCIe/SSE2 Version: 1.4 (2.1.2 NVIDIA 331.113) Extensions: GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_framebuffer_object GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_packed_depth_stencil GL_NV_point_sprite GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_multi_draw_arrays GL_SUN_slice_accum
This is with me specifying the version in sf::ContextSettings.
m_window->create(mode, "Crea", style, sf::ContextSettings(0, 0, 0, 2, 1));