Not to necro this thread but I had the same issue recently.
The Intel open source driver is capable of doing the water (hardware willing), I have the settings set between high & ultra on my 11th gen Intel (all the shaders are checked except ambient occlusion) and water looks fine. I had a GTX650 at home, after some hardware croakage I ended up with the same Ubuntu install on a Sandy Bridge, and loaded the GTX650 settings (between medium and high) on it to see how it'd run. On there I get the non-existant water, I had to turn off "transparent water." I suspect the shader fails so it draws nothing (I suspect the shader exceeds the hardware limit of the Sandy Bridge.) The water doesn't glint in the light and all that, but it looks way better than having lunar-surface looking stuff out where the water is supposed to be 😁 But, local lights, atmospheric shaders work with acceptable frame rate so overall things look really nice on there.
Invisible water in Firestorm Viewer
in General Second Life Tech Discussion
Posted · Edited by Plextor Lemuria
Not to necro this thread but I had the same issue recently.
The Intel open source driver is capable of doing the water (hardware willing), I have the settings set between high & ultra on my 11th gen Intel (all the shaders are checked except ambient occlusion) and water looks fine. I had a GTX650 at home, after some hardware croakage I ended up with the same Ubuntu install on a Sandy Bridge, and loaded the GTX650 settings (between medium and high) on it to see how it'd run. On there I get the non-existant water, I had to turn off "transparent water." I suspect the shader fails so it draws nothing (I suspect the shader exceeds the hardware limit of the Sandy Bridge.) The water doesn't glint in the light and all that, but it looks way better than having lunar-surface looking stuff out where the water is supposed to be 😁 But, local lights, atmospheric shaders work with acceptable frame rate so overall things look really nice on there.