Knowing my REAL OpenGL version - RESOLVED

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29 comments, last by 21st Century Moose 9 years, 6 months ago

Finally I can mark this thread as resolved. Man, what a bitch this was!


In general the site policy is to discourage marking threads as resolved. If an issue is solved in some way discussion will naturally die down. But in a lot of other cases the OP is not the best person to decide when something is really fixed (instead of the more common 'apparently fixed') and the 'resolved' tags just raise a lot of annoying false flags.
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The correct procedure for forcing a program to use the NVIDIA card instead of the Intel is outlined at e.g. http://www.garagegames.com/community/forums/viewthread/136127

Follow that and you'll ensure that any program you ship will also work for users without requiring them to do any configuration.

The bad news: I'm not sure how portable this is, how well it integrates with framework libraries (SDL, GLUT, GLFW, etc), and there doesn't appear to be any AMD equivalent. Depending on the needs of your program none of these might acually be an issue.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

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