Comments (5)
OK, I had a look and it was this commit: 952a39b
tip also fails to render: 3a84684
When I run the app with Dgame 0.4.2 it picks up OpenGL 3.0, as expected because Window asked for it
Derelict loaded GL version: GL30 (GL30), available GL version: 3.0.0 NVIDIA 346.35
Manually editing Window.d to remove the code which sets the context version attributes and the app works OK, picking up OpenGL 4.5:
Derelict loaded GL version: GL45 (GL45), available GL version: 4.5.0 NVIDIA 346.35
I'm not sure of a fix that won't break MAC but I'll look into it.
Cheers,
stew
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OK, I can get it to work if I comment out this line:
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
It seems for nVidia 346.35 Linux drivers setting this bit breaks rendering.
Is it possible to put a version(MAC_OSX){} block around this code? I'd rather be using GL 4.5.0 than 3.0 when possible.
I also found this from the OpenGL WIKI: https://www.opengl.org/wiki/Core_And_Compatibility_in_Contexts
Platform Issue (MacOSX): When MacOSX 10.7 introduced support for OpenGL beyond 2.1, they also introduced the core/compatibility dichotomy. However, they did not introduce support for the compatibility profile itself. Instead, MacOSX gives you a choice: core profile for versions 3.2 or higher, or just version 2.1. There is no way to get access to features after 2.1 and still access the Fixed Function Pipeline.
[snip]
Recommendation: You should never use the forward compatibility bit. It had a use for GL 3.0, but once 3.1 removed most of the stuff, it stopped having a use.
As I understand it that means MAC doesn't even support 3.0 or 3.1 so you need to set that version to 3.2 or 2.1. But I don't know MAC or this issue that well so I could be totally wrong :)
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PR: #29
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Thanks for your effort. I will ask him, if that works on his PC. If so, I will gladly merge this PR. :)
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Should be fixed now.
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