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Type: Posts; User: arekkusu
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There is no GL API to query the target of an FBO attachment, so you'll have to play a guessing game (perturbing the error state) between GetFramebufferAttachmentParameter and GetTexLevelParameter.
If you ask for three samples, it might be created with four.
File a bug with clear steps to reproduce the problem (i.e. a copy of your application.)
Apple can symbolicate the com.apple.GeForceGLDriver backtrace and see exactly what's happening.
See previous posts about setting up Apple's OpenGL Profiler. Use the "break on VAO error" checkbox to detect if your draw calls read outside the bound buffers.
(You can also do this introspection...
In other words, you are querying the fixed-function enable state on unit 8, which is beyond GL_MAX_TEXTURE_UNITS. That should error.
Read Nvidia's FAQ summarizing which limits apply to which...
glGenVertexArrays (core profile, 2008) is not the same function as glGenVertexArraysAPPLE (legacy profile, 2002).
If you call any function unsupported for the profile, you'll get INVALID_OPERATION.
Also, it doesn't really matter what format you used for TexSubImage. The internalformat set by TexImage (or TexStorage) is what dictates the alpha channel.
For example, if you TexImage RGBA8,...
Try linking OpenGL:
LIBNAME=-lSDL2 -lGLEW -framework OpenGL
AGL is fat:
$ file /System/Library/Frameworks/AGL.framework/Versions/A/AGL
/System/Library/Frameworks/AGL.framework/Versions/A/AGL: Mach-O universal binary with 2 architectures...
OSX uses fat binaries. All of the GL-related libraries shipped with the system are fat.
Try the "file" command on each of the libs you are linking. Fix your build for whichever one isn't...
The only way you will get this error is with a legacy 2.1 context. When the error occurs, verify glGetString(GL_VERSION). Also check CGLGetCurrentContext(); contexts are set per-thread, perhaps you...
Learn about profiles. See also platform documentation about profiles.
TLDR: On OSX, GL3.2 and later contexts are always core and forward-compatible; all deprecated features are removed.
Yes. You could query GL_SHADING_LANGUAGE_VERSION or the shader log to figure this out.
Look at Microsoft's pretty pictures to understand the mipmap layout differences.
Look at Nvidia's sample code to understand the applications.
Vertex Attribute Stride
Except for subroutine uniforms, which are reset every time.
It was introduced in EXT_gpu_shader4, way back in 2006.
Yes, this is the simplicity of SBS; the TV takes care of stretching the left & right halves of the display and all the synchronization with 3D glasses.
Half-resolution also partially offsets the...
A very simple alternative is to set your 3DTV to SBS mode. Create a normal double-buffered window, and render your scene twice with appropriate projection/viewport/scissor. Pros: no special...
That's what beta testers and assert builds are for. After you've resolved all failures, turn off validate/geterror/etc in your release builds.
See the previous threads.
Highlighting the important part of the documentation:
So: if your validation is part of your shader loading, consider re-factoring it into a wrapper around your draw...
So, you are arguing that API should not change after the initial publication.
Khronos disagrees, and changed several prototypes in 2012 (see appendix L of the GL4.2 spec.)
Since they don't...
So, the man page derived from the GL3.3 specification matches the old GL3.3 headers. And the man page derived from the GL4.5 specification matches the GL4.5 headers. What is the bug?