Which Mac OS X version are you using? OpenGL 3 is only supported in Lion.
He’s talking about Windows on a Mac, using Boot Camp.
–ryan.
Which Mac OS X version are you using? OpenGL 3 is only supported in Lion.
He’s talking about Windows on a Mac, using Boot Camp.
–ryan.
Well, I was having some issues with OpenGL >= 3.x contexts when I
set SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, depth); which may be the
problem, rather than setting the actual context version (this took me a
week to figure out).
Just a thought,
-AlexOn Mon, Nov 7, 2011 at 2:51 PM, Ryan C. Gordon wrote:
Well again, even without using hte gl3 headers, just calling the basic
functions directly (including the normal gl headers), the same problem
occurred. (I’m assuming including gl3.h is what you mean by GL3 support?)It has nothing to do with the headers; the whole discussion is about how
the thing fails to render if you ask for a GL3 context with
SDL_GL_SetAttribute(). I’m wondering if we’re failing to get one in SDL,
and handling that failing incorrectly.–ryan.
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Ah sorry, I missed that.On Mon, Nov 7, 2011 at 8:51 PM, Ryan C. Gordon wrote:
Which Mac OS X version are you using? OpenGL 3 is only supported in Lion.
He’s talking about Windows on a Mac, using Boot Camp.
–ryan.
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Ryan C. Gordon wrote:
It has nothing to do with the headers; the whole discussion is about how
the thing fails to render if you ask for a GL3 context with
SDL_GL_SetAttribute(). I’m wondering if we’re failing to get one in SDL,
and handling that failing incorrectly.–ryan.
If you ever want my help to test anything Ryan, let me know. In the mean time, I’m just going to stick with my “fix” of calling SDL_GL_SetAttribute after creating the context instead of before since that works for me for now.
I’ve had some weird behavior with GL_SetAttribute and OpenGL 3 in SDL 1.3, too. I’m on the latest Ubuntu, the catalyst 11.8 driver, and I’ve tested both with compositing and non-compositing window managers.
From what I’ve gathered:
If I don’t set any attributes (except for context version), I get the error “No good framebuffers found. GL 3.x disabled”, but I still get a working OpenGL 3.3 context but it’s a compatibility profile instead of a core one. I can call GL_GetAttribute on R/G/B/A and depth, and it returns values that seem right.
If I set the attributes before context creation, with the values returned above, instead I get the error “Invalid window”, this time with an OpenGL 3.3 core profile, but with the double buffer deactivated. If call GL_GetAttribute, all the values are 0.
Trying to set the attributes with some other values doesn’t help, I always get one of the two results above.
I’ll probably switch to SDL 1.2 since I need relative mouse motion, but I can do some more tests in the mean time if this can help.