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so… noticed I hadn’t implicitly set the viewport… *sigh*
I added a function pointer for the event handler too, so you can exit with the escape key too – its years since I did anything with SDL! has anyone wrapped GLFW3 ?
I’ve stripped out the attribute stuff as turns out I don’t need it after all – must have been changing more than one thing at a time again…
I’ve updated the tar ball on my blog post
mark, just a thought…
I wonder if its any of this might be pertinent
Monkey12345678910SDL_GL_SetAttribute( SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_ES )SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2)SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0)SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8)SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8)SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8)SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16)SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1)You might want to play around, for example if you don’t have a depth buffer you wont see anything obviously – you might want to comment out the enable for that to see what happens…
commenting out the RGB size attribs should be fine (no doubt you know this)
context version seems to be needed by intel GPU hardware….
I tried it on a GeForce GT 640 and it works okay
– ironic I *want* it to fail so I can fix it!!!
You won’t be suprised to hear that doing a single link of the shader also works
Maybe someone else can weigh in with a failure report, so I can get some clue as to the issue
interesting, linking bindings separately has always just worked for me…
What hardware do you have ?
I’m running on an Intel HD5500 gpu (Mesa drivers) on Void Linux
I managed to find varptr and Cast<type> by grep-ing …
Its interesting that I like I can get to the “metal”, but equally love the fact that it uses actual human readable words in the code, I’ve been using Java for a while since the days of BlitzMax but its just getting too much ASCII soup and every shiny new fashionable language feature, sometimes you just want easy to read code, but that shouldn’t mean lack of power.
thanks thats a great help I ended up with…
Monkey1234Local texture:GLuint[] = New GLuint[1]texture[0]=123 ' any old value to see some changeglGenTextures(1,texture.Data)Print("texture ="+texture[0])I assume this is only safe as long as texture never leaves scope or is global
looks like its much closer to the “metal” than I thought which is nice…
Thanks, I seem to have a workable context after “fixing” an issue that was causing it not to work on my system (see my other post re: sdl2test)
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