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Wilhelm van Huyssteen

Member Since 22 Mar 2008
Offline Last Active Sep 28 2016 05:32 AM

Posts I've Made

In Topic: Software Fallback?

12 November 2014 - 07:13 AM

Are you specifically asking for a 2.1 context?
This is important since otherwise OSX might give you the highest context it can give you (ie, OpenGL 3 context), and since OSX lacks an 'arb_compatibility' profile, your code using GL2 features might mess things up.
EDIT: You can ask specifically for a 2.1 context with LWJGL like this:
// Standard pixel format. alpha, depth, stencil.
PixelFormat pixelFormat = new PixelFormat( 8, 24, 8 );
// Context attributes, 2.1, major version, minor version.
ContextAttribs contextAttributes = new ContextAttribs( 2, 1 );
// Then you create your display like:
Display.create( pixelFormat, contextAttributes );


Thnx i didnt know that. Il give it a try.

In Topic: Software Fallback?

10 November 2014 - 03:30 PM

ok some more info as requested. I use java and the lwjgl opengl wrapper (wich supports windows, linux and mac). To make the mac build i use vmware to run macosx on my windows machine. but that has the limitation of not suporting any hardware rendering so i can only test it to an extent. I also bundle a jre into the app so the system it runs on doesnt need java installed. I should not be using any feutures newer than 2.1 unless im not realising it (wich i supose is possible) but the game in its current state is a dead simple prototype that only has one simple vertex/fragment shader set to render 2D objects.

In Topic: MSAA and offscreen render target issue

19 September 2014 - 03:16 PM

Thanks il take a look at that.

In Topic: MSAA and offscreen render target issue

19 September 2014 - 02:09 PM

Im not trying to sample from a MSAA texture in particular (I was just under the impression that all render targets needed to have their sample count set to the AA level as wel).


I just want whatever is rendered to the backbuffer to be anti-alaised (In opengl i could do this simply by enabling multisampling when creating the context. I just want the same in directx). I have set the count of the render targets back to 1 but i stil have the same problem.


As far as using the debugger goes my engine is written in java and ive only written some c++ bindings (that i export as a .dll) so i can use directx. Dont know if it would be possible to still use the debugger but it would certainly be nice.


EDIT: found the issue. Both the depth buffer i use with the back buffer and the depth buffer i use with the render targets had their counts set to the AA level whereas only the depth texture that i use with the backbuffer should have had that count set. Im stil wondering if there might be a way for me to get some debug info back with my setup like i described in the above paragraph.

In Topic: Mip mapping issue

12 September 2014 - 08:30 AM

So. since mhagain mentioned that gluBuild2DMipmaps uses a box filter as well I went back to my mipmap generation code and I discovered that (as part of some earlier testing/debugging) I commented out the line of code that averages the 4 nearest pixels together and instead replaced it with a line that that just uses the value of the top-left pixel and ignores the rest...


Undoing that bit of test code the directx version now renders perfectly. Feel kind of silly. Should probably take it easy with all the late night coding.


Thank you for your time.