Works on AMD GPU in Windows, doesn't work on Intel GPU in Mac OS X

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26 comments, last by bioglaze 8 years, 5 months ago

It also seems to me like a depth test precision issue, what can be aid by projection matrix. But back to original issue of not running on ios.

You might check theese things that are prone to errors between less flexible operation systems:

- back buffer and off screen render targets formats, as well resolutions

- ios, I have never coded for, can demand some sort of " frame draw enclosing", since ogl misses explicit presentation call, it can be some begin/end pair of entire gpu calls

cannot think of some other things to check.

Thanks for the ideas. I tried changing the near and far plane distances, but to no effect. I also switched to using glutSwapBuffers(), to no effect.

I also tried glFrontFace(GL_CCW) on the Mac to no effect -- will try it on the Windows machine later tonight.

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Have you use OpenGL Profiler to debug your program on OSX?

https://developer.apple.com/downloads/

You should be able to get a trace of OpenGL calls and context details.

I signed into that site and searched for OpenGL profiler, but it returned zero hits.

It also seems to me like a depth test precision issue, what can be aid by projection matrix. But back to original issue of not running on ios.

You might check theese things that are prone to errors between less flexible operation systems:

- back buffer and off screen render targets formats, as well resolutions

- ios, I have never coded for, can demand some sort of " frame draw enclosing", since ogl misses explicit presentation call, it can be some begin/end pair of entire gpu calls

cannot think of some other things to check.

Thanks for the ideas. I tried changing the near and far plane distances, but to no effect. I also switched to using glutSwapBuffers(), to no effect.

I also tried glFrontFace(GL_CCW) on the Mac to no effect -- will try it on the Windows machine later tonight.

glFrontFace(GL_CCW) has no effect on the Windows machine.

The problem was solved by adding GLUT_DEPTH to the glutInitDIsplayMode call. Thank you everyone for helping out! I should have figured that out sooner.

With detailed mesh:


The problem was solved by adding GLUT_DEPTH to the glutInitDIsplayMode call. Thank you everyone for helping out! I should have figured that out sooner.

Stop using those utilities bolocks, to communicate with device, as well, remember ios is always a little advanced system, iphone smart phones run on 512x712 resolutons, able to render and run performative applications with a result beating all the rest, while many cheating smartphones platforms make 2000x1000 HD so promissed, unable to distinguish from iphone graphicaly, yet making a hussle of outperforming the data and chips, I call it faked illuminscence elemnts parts. Make it run on ios and you will learn the real hit smile.png.

Though I do not develop for ios I admire it for being "consumation" honest strictly.


The problem was solved by adding GLUT_DEPTH to the glutInitDIsplayMode call. Thank you everyone for helping out! I should have figured that out sooner.

Stop using those utilities bolocks, to communicate with device, as well, remember ios is always a little advanced system, iphone smart phones run on 512x712 resolutons, able to render and run performative applications with a result beating all the rest, while many cheating smartphones platforms make 2000x1000 HD so promissed, unable to distinguish from iphone graphicaly, yet making a hussle of outperforming the data and chips, I call it faked illuminscence elemnts parts. Make it run on ios and you will learn the real hit smile.png.

Though I do not develop for ios I admire it for being "consumation" honest strictly.

I'm already developing a poker game for iOS. smile.png I don't even use GLM.

I had a problem with this, I found that the OSX windows didn't have a depth buffer.

https://www.opengl.org/resources/libraries/glut/spec3/node12.html

You should pass the flag GLUT_DEPTH to glutInitDisplayMode

Never mind, seems like someone said it before I did.

Have you use OpenGL Profiler to debug your program on OSX?

https://developer.apple.com/downloads/

You should be able to get a trace of OpenGL calls and context details.

I signed into that site and searched for OpenGL profiler, but it returned zero hits.

It's included in a download called "Graphics Tools for Xcode 7"

Aether3D Game Engine: https://github.com/bioglaze/aether3d

Blog: http://twiren.kapsi.fi/blog.html

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