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		<title>OpenGL Dev - OpenGL on Macintosh</title>
		<link>http://www.opengl.org/discussion_boards/ubbthreads.php</link>
		<description>OpenGL Dev - OpenGL on Macintosh</description>
		<generator>OpenGL.org Discussion and Help Forums - UBB.threads(tm)</generator>
		<item>
			<title>OpenGL 3.0+ context setup in XCode4 using Lion</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=308827#Post308827</link>
			<description>
			<![CDATA[<b>Posted by</b> Ragnemalm:<br />
			Nobody tried it yet?]]>
			</description>
			<pubDate>Sun, 15 Jan 2012 22:10:57 PST</pubDate>
		</item>
		<item>
			<title>GLUT and OpenGL 3.2</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=308645#Post308645</link>
			<description>
			<![CDATA[<b>Posted by</b> thokra:<br />
			If your only using the window management facilities (include context/core context creation) then using FreeGLUT and GLEW is completely sufficient. Do you need any of the fixed-function using FreeGLUT convenience functions?]]>
			</description>
			<pubDate>Wed, 11 Jan 2012 23:36:46 PST</pubDate>
		</item>
		<item>
			<title>texure mapping anti-alias</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=308031#Post308031</link>
			<description>
			<![CDATA[<b>Posted by</b> malexander:<br />
			Multisampling smooths out edges of geometry. I'm not sure what modes are available on iOS, but you need a framebuffer with multiple samples, or a multisample renderbuffer/texture with an FBO. Then call glEnable(GL_MULTISAMPLE) before drawing your geo]]>
			</description>
			<pubDate>Sat, 24 Dec 2011 12:50:22 PST</pubDate>
		</item>
		<item>
			<title>glBlitFramebuffer multisampled fbo on OSX ATI</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=307887#Post307887</link>
			<description>
			<![CDATA[<b>Posted by</b> ahypnosis:<br />
			This is how I create the FBO:
[code]
		glGenRenderbuffersEXT (1, &amp;ColorRenderbufferName);
		glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, ColorRenderbufferName);
		glRenderbufferStorageMultisampleEXT (GL_RENDERBUFFER_EXT, samples, GL_RGBA, width, h]]>
			</description>
			<pubDate>Thu, 22 Dec 2011 06:22:36 PST</pubDate>
		</item>
		<item>
			<title>Cloning</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=307844#Post307844</link>
			<description>
			<![CDATA[<b>Posted by</b> arekkusu:<br />
			Put your positions and normals into a VBO.
Set your modelview matrix for the first instance. Draw.
Set your modelview matrix for the second instance. Draw.
Repeat as needed.
]]>
			</description>
			<pubDate>Wed, 21 Dec 2011 08:44:45 PST</pubDate>
		</item>
		<item>
			<title>async glReadPixels on HD3000 stalls the pipeline</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=306437#Post306437</link>
			<description>
			<![CDATA[<b>Posted by</b> mhagain:<br />
			I'm not aware of any float performance issues (or lack of issues) with Intel, but I have confirmed that uploads to texture resources using GL_RGB10A2 are also stall-free, so it may be the case that the same applies to reads from an FBO (GL_RGB10A2 is]]>
			</description>
			<pubDate>Tue, 22 Nov 2011 04:35:54 PST</pubDate>
		</item>
		<item>
			<title>GLUT Window Starts out Minimized</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=302775#Post302775</link>
			<description>
			<![CDATA[<b>Posted by</b> Blakeasd:<br />
			Thanks! It's fixed.]]>
			</description>
			<pubDate>Sat, 10 Sep 2011 20:48:49 PDT</pubDate>
		</item>
		<item>
			<title>OpenGL Shader Builder, Lion, and GLSL 1.50</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=302337#Post302337</link>
			<description>
			<![CDATA[<b>Posted by</b> Name 777:<br />
			No, I've traced the problem to how I'm deriving cStrings from Cocoa. I've got a separate loader in C++ that handles the files just fine. I was using a Cocoa setup until I had gotten SDL 1.3 to properly initialize OpenGL 3.2 for Lion, which I have jus]]>
			</description>
			<pubDate>Wed, 31 Aug 2011 15:03:59 PDT</pubDate>
		</item>
		<item>
			<title>So what do you guys think of Apple's 3.2 drivers?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=301110#Post301110</link>
			<description>
			<![CDATA[<b>Posted by</b> JoshKlint:<br />
			Possible, but my OpenGL1 renderer uses basically the same code, and it works fine.
[code]int attribs[]={
                NSOpenGLPFAAccelerated,
                kCGLPFADoubleBuffer,
                kCGLPFAColorSize,24,
                kCGLPFADep]]>
			</description>
			<pubDate>Thu, 04 Aug 2011 08:54:16 PDT</pubDate>
		</item>
		<item>
			<title>Mac OS X Lion: CHUD  (OpenGL Profiler &amp;amp; Shark)</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=301024#Post301024</link>
			<description>
			<![CDATA[<b>Posted by</b> arekkusu:<br />
			OpenGL Profiler is included with the default Xcode install.

Shark is part of CHUD and, in Lion, has been replaced by Instruments, which is included with the default Xcode install.]]>
			</description>
			<pubDate>Tue, 02 Aug 2011 08:15:47 PDT</pubDate>
		</item>
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