http://bugreport.apple.com/
Type: Posts; User: OneSadCookie
http://bugreport.apple.com/
Some internal driver function. It's almost certainly not the actual culprit anyway, due to symbol stripping.
Use the OpenGL profiler and OpenGL driver monitor for detailed information about where...
You should not call glFlush(). It's a performance penalty with no benefit.
If you're double-buffered, [openGLContext flushBuffer]; If not, you should be.
Using one view is fine. You'll need to glScissor as well as glViewport [on some hardware?]
iPhone & iPT have render-to-texture via OES_framebuffer_object if that's what you're wanting?
most of OpenGL is already asynchronous, you don't have to do anything except avoid the few calls (eg. glFinish, glReadPixels) which are synchronous.
GMA 9xx *hardware* supports GLSL; whether your drivers do is a different matter. I don't know about Linux. It does on Mac OS X. It doesn't on Windows. Since you're on Linux, use glxinfo to find...
I assume because they thought < should return a single bool, and couldn't see what that meant for a vector? What's wrong with the lessThan function?
I believe you need two full-screen contexts, one for each display, or one windowed context (which might nevertheless cover the full screen) crossing both.
File a bug report at http://bugreport.apple.com/
Just use the system glext.h. If it's not in there, it's not supported.
If it builds correctly in debug, a) make sure you've turned ZeroLink off if you're using Xcode 2.5 or earlier, and b) try copying your target settings from the "Debug" configuration to the "Release"...
The last lot are OpenGL, clearly your "-framework OpenGL" hasn't stuck.
If you don't specify a renderer when you create your context, I believe the OS will attempt to migrate your GL stuff between cards at appropriate times. You receive a notification when this happens,...
_APPLE_ won't be defined. Check for __APPLE__ instead.
You need to stick a #include <GLUT/glut.h> at the top of main.cpp
They are supported on ATI Radeon X1k and Radeon HD 2k cards on 10.5.2 + LGU1, but not on NVidia. http://homepage.mac.com/arekkusu/bugs/GLInfo.html
iPhone SDK is still covered by NDA, so nobody should be answering your question on a public forum like this one ;)
Mouse coordinates in Carbon are from the upper left of the window; in Cocoa, from the lower left. Perhaps that is confusing the issue?
My understanding is that in full-screen mode, the window server relinquishes a bunch of GPU resources, giving your program near-complete control over the graphics card.
Obviously, other background...
I don't think NSOpenGLView issues CGLLockContext itself, so I don't think it will block. Could be wrong though, it's a while since I've checked.
NSOpenGLView will call -drawRect: on itself whenever it feels like it, so I don't think your method will work.
You should probably create an entirely new GL context for the secondary thread, using...
Are you talking about the Apple developer tool (in which case it's included with Xcode) or something else?
FBOs and PBOs are unrelated. PBOs were promoted to the core in 2.1, FBOs were not.
http://blog.onesadcookie.com/2007/12/xcodeglut-tutorial.html