Correct. While you can't buy a new Mac anymore with a GPU that wouldn't support OpenGL 4, MacOS X itself is still limited to OpenGL 3.2 - that's what you get from "the world's most advanced operating...
Type: Posts; User: menzel
Correct. While you can't buy a new Mac anymore with a GPU that wouldn't support OpenGL 4, MacOS X itself is still limited to OpenGL 3.2 - that's what you get from "the world's most advanced operating...
Hello,
I don't know how well the legacy OpenGL with geometry shader extensions is supported on Macs (the extensions you mentioned should be supported:...
Hello,
glDeleteTextures(1,&id) should be all you need for deleting the mipmaps. You see a black texture when you don't create mipmaps because your texture filtering is mipmapped by default and...
Sure there is a patch and I can also fix the problem on my own (and I have). But not including such a simple fix that breaks the whole lib for one OS for many, many month does not increase my trust...
Tell me about it :-(
GLEW for pure core profiles (as *needed* for OpenGL 3.2 on Macs) is broken for years...
I switched to glLoadGen because of that on all platforms...
Hello,
it might be a bug in the driver but it also might be a bug in your shaders, e.g. they are not conform to the specs but the old drivers didn't catch your bug. Without looking at the shaders...
Maybe this old discussion can help: http://www.opengl.org/discussion_boards/showthread.php/176770-Before-I-rush-headlong-some-advice-please?p=1233427#post1233427
See http://www.opengl.org/wiki/FAQ#Where_can_I_download_OpenGL.3F
Hello,
in old OpenGL (2.1) and thus in compatibility profile, attribute 0 has to be defined. In core, you can live without any attributes. If you need an attribute to work in compatibility, try...
Hello,
as G E and W are upper case, try to write the l in upper case also: -lGLEW.
I can sstill be possible that you don't have the libs installed (but I guess you have as you probably included...
Yes (unless you use explicit locations in your shader).
IIRC nvidia will assign numbers based on the order of appearance in the code while AMD sorts them alphabetically first. This can change with...
I guess what Dark Photon meant was the GPU receives the vertices from your vertex shader in clip space.
You can use Maya but you have to load the resulting files yourself (or look for a matching library to do that for you). OBJ is a pretty simple format for parsing but also limited.
Hi,
gl_Position.xyz / gl_Position.w has to be between -1 and 1. Maybe your w component is >= 8.2 in your second example?
You can find some code about to to set up windowless OpenGL (also via SSH) here: http://renderingpipeline.com/2012/05/windowless-opengl/ . As said, you will need X, not sure about a window manager. A...
"1. How can I execute OpenGL's rendering engine in a pure server without any Xorg overhead?"
You can't.
Without an X and an attached screen you can't create a OpenGL context. You can run OpenGL...
Hello,
with your projection matrix being the identity, you can only draw points inside of [-1..1]^3, so your point at (100,100,-25) is outside of the view. Additional tip: Unless you have a very...
With shaders you can implement some parts of the rendering pipeline yourself and be much more flexible. It might also be more clear what's going on. OpenGL introduced shaders in 2004 and you can't...
Hello,
may I ask why you don't just use a yellow texture for the sun? Also, are you limited to the fixed-function pipeline? IMHO the modern shader based pipeline can be more obvious in...
Hi,
lets start with giving the near/far values some meaning. Lets say your world is defined in meters, so 1.0f in vertex coordinates is one meter. Then you will clip away everything that's...
This reminds me of a related bug on MacOS:
layout(std140) uniform exampleblock
{
mat4 viewMatrix;
mat4 projectionMatrix;
};
layout(std140) uniform exampleblocknamed
Storing the target in the application is what I do in my apps (I wouldn't query it each time I want to bind a texture even if that would be possible...).
Trying to bind it to each target and see...
And I have still open questions: Are there any linking errors (shader linker, not c++ linker)? You asked to to query those, that's why i provided the link with code. Second question is how your code...
See the example code here: http://www.opengl.org/wiki/OpenGL_Shading_Language#Error_Checking
Can you render anything without instancing with your shaders? How did you set up the shaders? Have you checked for shader compile errors, shader linker errors and OpenGL errors (glGetError) ?