Just to show that it is already possible* .. provided that the shader works correctly for everybody Left camera can be moved using WASD, right uses the arrow keys.
*Possible, but not exactly a walk in the park .. since you cannot use the build-in ZGE camera anymore you have to calculate the rotation matrix yourself. A Component that forces the Projection to be updated ( like in GM ) would be another solution.
interesting,. got a game idea to use this with? your racer? I am looking forward to seeing a game eventualy with some of these super cool shader tricks you been messing with,. . or perhaps more code posts I know I need to do some resurch/testing with the shaderes myself,. but I keep finding fun stuff to do with just basic gl hackery,. . and that way the games will work on more laptops and low-end machines,. . but eventualy I hope to catch up on the shaders as well. do keep posting your interesting tests,. I enjoy them
Doesn't work here but my graphics card is over three years old now (NVIDIA GeForce Go 7400). ZGE is displaying the glsl-version in the log, on my computer it says: "1.10 NVIDIA via Cg 1.3 compiler".
Ah too bad, the oldest card I tested it on was a 6600 .. and it did work there. Out of curiosity, what do you see instead of the split-screen ( my guess is that it falls back to no shader at all so you just see a single view )?
Could you try out the attached example? It uses a somewhat different technique that could be used for split-screen as well. Press spacebar to switch between culling and debug mode ( debug renders a red filter over the culled area ). Attached is a image of what it should look like.
My guess is that it is too painful to make the shaders work on older cards. If you want you can send me your shader and I'll see if I get a shader compiler error inside ZGE.