An OpenGL 3.3 renderer for GPUs without Vulkan or Direct3D 12, and fixes to the controls, the camera options, the sound and the clouds.
- OpenGL 3.3 renderer on Linux and Windows, for GPUs and drivers from before Vulkan and Direct3D 12. It runs the same recorded frames with the same shaders, translated to GLSL 330; a stage drawn on OpenGL and on Vulkan gives the same frames apart from isolated edge pixels.
[video] graphics_api = auto(the default) uses SDL GPU when the GPU has a Vulkan, Direct3D 12 or Metal driver of its own, and OpenGL otherwise: a software Vulkan driver such as lavapipe does not count.sdl_gpuandopenglforce one. (#22) - The copyright screen at start is drawn in the screen's own pixels, so its text stays sharp, and its background fills the screen.
- The deadzone and saturation marks of the axis calibration move at 60 steps a second at any frame rate; without vertical sync they jumped to the end at the lightest touch. (#24)
- A remapped look-back button works, and the default button no longer looks back as well. The game read the look-back button from a variable that never changed. (#25)
- The opponents' engines stop when the game is paused; they were started again on the step the pause menu opened. The sound is also held while the game is in the background, as DirectSound did. (#27)
- The camera options reach closer and stiffer: the distance goes down to 2.5 (from 5) and the stiffness to 4 (from 8), in steps of the original's size, and saved cameras keep their settings. The camera preview in the menu runs at the same speed at any frame rate. (#28)
- The clouds turn with the wind at the same speed at any frame rate. They turned by a fixed step every frame, several times too fast without vertical sync. (#29)
Thanks to @Switch123456789 for the reports.
Tested locally on Linux x86-64: the unit tests and the runtime scenarios, OpenGL against Vulkan on a full stage, the automatic choice with Vulkan, without it and with only lavapipe, and the pause, look-back, camera and cloud fixes in the stage probe. The Windows build was compiled locally. Release packages are built and tested by GitHub Actions for each supported platform.
You need your own original PC Colin McRae Rally 2.0 game data. The downloads contain only the port, its dependencies and licences.