February 23, 2015 Re: Dgame revived | ||||
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Posted in reply to Namespace | >> 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
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February 23, 2015 Re: Dgame revived | ||||
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Posted in reply to Namespace | 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. |
February 23, 2015 Re: Dgame revived | ||||
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Posted in reply to Gan | > 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?
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February 23, 2015 Re: Dgame revived | ||||
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Posted in reply to Namespace | 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 |
February 24, 2015 Re: Dgame revived | ||||
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Posted in reply to Gan | 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.
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February 24, 2015 Re: Dgame revived | ||||
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Posted in reply to Mike Parker | 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.
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February 24, 2015 Re: Dgame revived | ||||
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Posted in reply to Mike Parker | 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.
You sound a little rude. :D
I thought that must precede the GLContext. That made the most sense to me. I will change it. ;)
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February 24, 2015 Re: Dgame revived | ||||
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Posted in reply to Namespace | On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
> 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.
>
> You sound a little rude. :D
> I thought that must precede the GLContext. That made the most sense to me. I will change it. ;)
It semms there is a problem with ma DUB package:
----
Branch ~beta: Got JSON of type undefined, expected object.
Branch ~tune: Got JSON of type undefined, expected object.
----
I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens.
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February 24, 2015 Re: Dgame revived | ||||
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Posted in reply to Namespace | On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote:
> On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
>> 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.
>>
>> You sound a little rude. :D
>> I thought that must precede the GLContext. That made the most sense to me. I will change it. ;)
>
> It semms there is a problem with ma DUB package:
> ----
> Branch ~beta: Got JSON of type undefined, expected object.
> Branch ~tune: Got JSON of type undefined, expected object.
> ----
>
> I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens.
I had to force dub to upgrade in order for it to pull the latest code from the master branch.
But on the plus side it runs.
On the downside it still only displays a blank white screen for Mac users.
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February 24, 2015 Re: Dgame revived | ||||
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Posted in reply to Gan | On Tuesday, 24 February 2015 at 09:56:56 UTC, Gan wrote:
> On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote:
>> On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
>>> 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.
>>>
>>> You sound a little rude. :D
>>> I thought that must precede the GLContext. That made the most sense to me. I will change it. ;)
>>
>> It semms there is a problem with ma DUB package:
>> ----
>> Branch ~beta: Got JSON of type undefined, expected object.
>> Branch ~tune: Got JSON of type undefined, expected object.
>> ----
>>
>> I deleted these branches, drafted a new tag and tried to trigger a manual update, but nothing happens.
>
> I had to force dub to upgrade in order for it to pull the latest code from the master branch.
>
> But on the plus side it runs.
>
> On the downside it still only displays a blank white screen for Mac users.
Yeah, that is really strange. For all tutorials?
I have already started on the weekend to begin Dgame 0.5 and revise the whole. So that's at least a glimmer of hope.
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