View Full Version : 10.6.3 screwed up my shaders!

04-08-2010, 05:30 PM
my medical imaging software's rendering is screwed up by this release of mac osx. I think it has something to do with opengl + x11.




color bleeding all over the place. this is infuriating.

NOTHING has changed in my code. I cannot figure out how to fix this.
please help!

rendering on nvidia 1.6.10. is there a way to downgrade?

Alfonse Reinheart
04-08-2010, 05:55 PM
I don't think that's color bleeding. It looks more like a low colordepth.

04-08-2010, 06:19 PM
Alfonse, I agree with you. Almost like I got a 16-bit surface. I have X11 set to millions. No clue how to get it to work. I've read other people having problems with X11 under 10.6.3 + OpenGL. One guy said indexed mode broke on him (no clue why he's using that though).

I may have to wait for the movers to bring my usb hard drive and take the old X11.app from my time machine backup

04-08-2010, 09:00 PM
Stupid sanity check -
Are you perhaps passing GL_RGBA/GL_RGB as the internalFormat to glTexImage when setting up your textures?

If you use that you will just get whatever format the driver decides on. (Cause of a lot of ATi/Nvidia differences)
You should always specify the bit format you want (typically GL_RGBA8/GL_RGB8)

04-08-2010, 10:17 PM
sqrt. this makes sense, however similar output comes from rendering directly to the framebuffer using shaders that do not do texturing

so I'm thinking its an X11 opengl context problem.

04-09-2010, 10:34 AM
update. it was X11. I installed latest XQuartz and colors are back.
apple really should test their updates better.