Re: Dgame revived
On 2/23/2015 4:01 PM, Namespace wrote: On OSX you can load either "legacy" version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac? load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed what needs to be done on Mac to get a 3.x context. In SDL, that means the following: ``` SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); ```
Re: Dgame revived
On Monday, 23 February 2015 at 10:10:17 UTC, Mike Parker wrote: On 2/23/2015 4:01 PM, Namespace wrote: On OSX you can load either "legacy" version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac? load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed what needs to be done on Mac to get a 3.x context. In SDL, that means the following: ``` SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); Yes, that was my suggestion. But now where you confirm it, I'll add it.
Re: This Week in D, issue 6 - DConf, ddmd, dmd beta, return ref, install tip
On Monday, 23 February 2015 at 01:14:29 UTC, Adam D. Ruppe wrote: Here's the newest This Week in D, the big news being ddmd and the dmd beta. http://arsdnet.net/this-week-in-d/feb-22.html The tip of this week has to do with installation: as a Slackware user, the new download page made me feel left out, but the zip still works the same, so I decided to call that out so people who want to try the new version will know too. Also on Reddit, hopefully we can get some more dconf attention: http://www.reddit.com/r/programming/comments/2wtkgz/this_week_in_d_6_dconf_ddmd_dmd_beta_return_ref/ There's a spurious period at the end of "Major Changes", and a typo'd DDOC tag in " In The Community".
Re: Dgame revived
load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed what needs to be done on Mac to get a 3.x context. In SDL, that means the following: ``` SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); Yes, that was my suggestion. But now where you confirm it, I'll add it. Added
Re: Dgame revived
On Monday, 23 February 2015 at 16:03:47 UTC, Namespace wrote: load will pull in 1.1 functions only, nothing more. reload will load in whatever is supported by the current context. So if your context only supports 2.1, only functions up to 2.1 will be loaded. One of the earlier posts showed what needs to be done on Mac to get a 3.x context. In SDL, that means the following: ``` SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); Yes, that was my suggestion. But now where you confirm it, I'll add it. Added Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation.
Re: Dgame revived
Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Could you try it and say if it helps?
Re: Dgame revived
On Monday, 23 February 2015 at 23:24:02 UTC, Namespace wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Could you try it and say if it helps? Placing the lines before window creation actually allows it to run on a Mac. Though there's still the error of blank white screen: http://cl.ly/image/382C28363U41
Re: Dgame revived
On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood.
Re: Dgame revived
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker wrote: On 2/24/2015 8:18 AM, Gan wrote: Doesn't work. Still gives the same OpenGL too low error. I think you need to place the lines SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); before window creation. Yes. All SDL_GL_SetAttributes must be called before window creation for them to have any effect. I thought that was already understood. Currently on the repo, these lines are after the window creation. That needs changed.