From: BMWxi
There's a list of SRL5 -> SRL6 changes documented here: https://github.com/SRL/SRL-6/commit/2e0bdcc754615881afc9304fc7af85f80ecb3b27
OGL isn't difficult to script for, don't worry. I played around with it a bit in RS2 and it was fast to learn :)
If you are going to link to the changes file, give the link that will show committed changes to said file. You have linked to the changes.txt file within a specific commit. As changes are made, they will not be reflected in what you have linked because it is akin to a snapshot of the code at a specific time. @original poster, if you want a link you can bookmark to look at as changes are made then use this:
https://github.com/SRL/SRL-6/blob/master/changes.txt.
SRL-6 in its current state will not include any OpenGL interception features. The main changes between SRL-5 and SRL-6 are few, but not small. SRL-6 is a rewrite. Any broken, legacy, or otherwise useless code has been removed; things have been rewritten to be more concise and organized. SRL-6 was written to take advantage of the Lape interpreter, written by nielsie, and will compile only with it–meaning we are no longer supporting PascalScript–as such, it has expanded features and flexibility not available to SRL-5 and you should expect to see performance increases.
SRL-6 is pseudo-object-oriented, with functions related to a specific interface item being accessed through an instance of a class related to that interface. An example of how this will affect scripting can be seen here, when checking if the inventory is empty:
if (tabBackpack.isEmpty()) then
writeln('inventory is empty.');
We are still hard at work slaving away on SRL-6, and we believe that it will be resolution-agnostic, supporting a minimum resolution of 960x640; this is very much a departure from our fixed-screen days, and we hope that this feature will come to fruition. If you have any other questions I will be happy to answer them.
Edit: As Olly pointed out, SRL-6 runs in OpenGL mode.