#Opengl 4.3 wall collision code
![opengl 4.3 wall collision opengl 4.3 wall collision](http://www.ozone3d.net/public/jegx/201307/glslhacker_opengl_4-3_compute_shader_demo_linux.jpg)
Rewrite a big part of the EngineX language code to make some hardcoded parts completely modular. Improved support for custom fonts and language-dependent assets.
![opengl 4.3 wall collision opengl 4.3 wall collision](https://i.ytimg.com/vi/9vcQ4aCpbS0/maxresdefault.jpg)
Experimentally, it seems safe and avoids tearing.
#Opengl 4.3 wall collision zip
50-75 Hz is an acceptable range, 30 Hz is already pretty unstable and Sphinx can go through walls just by accelerating a bit, at 85 Hz the main problem was the zip line re-hooking while falling at the end of the line loops.Override the framerate limits via configuration file.Make the (optional) cutscene exit fadeouts last exactly one second (i.e.Scale the zipline fall/inactivity counter by the framerate not the perfect solution, but fixes Sphinx infinitely re-hooking after falling at the end of a line at 80+ FPS.Reduce any possible flickering while changing v-sync options.Force disabling soft particles when UseFramebuffer is set to zero or when MSAA is not supported by the graphics card.Try to recover the OpenAL audio context when the device disconnects.
![opengl 4.3 wall collision opengl 4.3 wall collision](http://www.ozone3d.net/public/jegx/201208/opengl4.3-compute-shaders-01.jpg)
Tangentially, tweak the Anubis nose mesh to minimize seams. Remove the hack to hide the glitchy parts of the skinned Imhotep and Anubis ghost models now that the export-time problem has been found, and skinned/multi-layer meshes with morph targets work properly.Improved textures for environmental Heliopolis props and zip lines. New HD textures for Smiling and Slim Burbles, clouds, bubbles and smoke, electric objects and almost every other particle effect.So if your username/user folder contained Greek, Chinese or Cyrillic glyphs the game couldn't even find or open the configuration file (Sphinx.ini) or apply the configuration/optimized defaults. There was a problem with paths containing international symbols on Windows.
#Opengl 4.3 wall collision windows
Fix Unicode paths on Windows use wide strings instead of UTF-8.Avoid load-screen flickering in some OpenGL drivers. Improve the asynchronous I/O thread and temporarily unlock the framerate for even faster loading screens.Now bodies of water show dynamic waves of various sizes instead of a tiling texture, all while still retaining the original look as much as possible.