« Return to Thread: opengl : few bug report + running issues
a) proto from nGLServer2 and nGfxServer2 don't match (mostly nString againt char*), therefore, when running, the app use the default methodes instead of the GL ones (and crash).
b) in nglserver2_win32window.cc, ChooseAcceleratedPixelFormat line 21 :
Shoud be :
.........
if (pixelformat != 0)
{
return pixelformat;
}
........
else, LoadContext() isn't able to select a valid graphic context...
c) in nmesh2_main.cc, LoadResource line 158 : When loading mesh, try to check for dx7 compatibility, even on opengl. instead of faking a dx7 feature, I just commented lines 158 to 165 (anyway, who would like a dx7 compatibility anymore ????).
2) Running Issues !!!
I merge nopengl + its viewer into regular tree ; it use the right renderpath.xml (glsl_renderpath.xml) and right startup script. The viewer load a mesh (choosed examples/opelblitz.2)
So : A black screen, no gui, when pressing esc, get assert. Instead of an opel truck, there's just some white vertex (kind of a line) on the bottom of screen, which actually "move" when use the mouse (rotate/pan/zoom) ( :-) ) (yes, app go through all render steps)
After looking at all empty *.vert and *.frag, no output seem obvious, so : Anybody is already working on it (Haron perhaps...) ??? May I help in anyway (well, since I can do nothing move without opengl shaders !!!) ????
« Return to Thread: opengl : few bug report + running issues
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