While unit/structure/resource selection owrked fine for me on Ubuntu 11.04, 11.10 and 12.04, it's been a mixed experience for me since I upgraded to Ubuntu 12.10 and thus Mesa 9.0 on my
atibox (see basic tech specifications below).
$ glxinfo | egrep '^(OpenGL|GLX|client|server)'
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
GLX version: 1.4
GLX extensions:
OpenGL vendor string: X.Org R300 Project
OpenGL renderer string: Gallium 0.4 on ATI RV560
OpenGL version string: 2.1 Mesa 9.0
OpenGL shading language version string: 1.20
OpenGL extensions:
MegaGlest supports three variants for unit selection: glSelectBuffer (the default mode), color picking (
EnableColorPicking=true in glestuser.ini) and frustrum picking (
EnableFrustumPicking=true in glestuser.ini). Additionally there is a so-called ATIHacks setting, but this just distorts some textures for me, including the logos on the bottom of the main menu, so I disabled it quickly.
While glSelectBuffer worked fine for me on and before Ubuntu 12.04, it fails on 12.10. I've summed up my experience with 12.10 on IRC and would like to present it here so we can check whether anyone else has made similar or related experiences - I would appreciate your feedback on this very much...
<tomreyn> With glSelectBuffer when drawing drawboxes some units outside the drawbox get selected, too, and some other units inside it don't get selected.
<tomreyn> Also with glSelectBuffer, if you double click a unit to select all the nearby units of the same type, it will actually select a couple nearby units of different types
<tomreyn> With color picking, it all works fine but rendering comes to a standstill for a second or two when you select several units with a drawbox.
<tomreyn> Additionally when you start drawing the drawbox or when you double-click units the entire screen dims for a single frame. It doesn't turn black (or maybe it does and it's just too short to notice) but colors just seem to become darker for a single frame
<tomreyn> Finally, with Color Pciking you cannot select your own units or attack enemy units if they are partially covered by trees or other objects.
<tomreyn> i.e. you need to move the camera so the trees are no longer in front of them to be able to select them
<tomreyn> With frustrum picking, everything works regarding selection but pointing a single units or a group of units to a target often fails in that they will actually go elsewhere.
<tomreyn> For example, when you have a tech worker and you point it to the gold to harvest, it may instead walk to the nearby castle because this was selected as atarget when you right clicked even though you clearly clicked on the gold.
<tomreyn> the selection mask of buildings seems ot be too large or misplaced there.
<tomreyn> but it think the same way could also happen the other way around when you actually want to go to the castle but instead end up going to the gold or cut some wood or similar.
<tomreyn> This behaviour where the game counts your clicks towards a different object also affect left clicking (when selecting a single unit, a structure or resource). Ypoou may end up activating something other than what you actually clicked on.