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OpenGL 2 renderer #102
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@Evil-Spirit I figured out why I had to do glFrontFace. This is because when we do |
@Evil-Spirit I've updated the opengl2 branch. There's one last bug, back faces aren't actually drawn for some reason... |
@whitequark, |
@Evil-Spirit I've already fixed that actually |
@whitequark, I mean "back faces aren't drawn, even when enabled" |
@Evil-Spirit Ah yeah, please look into it |
@Evil-Spirit Another problem: on OS X with 3.2 core profile enabled, GL returns 0x502 at the following line in MeshRenderer::Draw:
(and I think all other glEnableVertexAttribArray calls). Do you forget to create the names or something? |
@Evil-Spirit OK I figured it out, GL 3.2+ Core Profile requires VAOs to be used (https://stackoverflow.com/questions/24643027/opengl-invalid-operation-following-glenablevertexattribarray, https://stackoverflow.com/questions/5970087/understanding-vertex-array-objects-glgenvertexarrays). On the other hand, OS X in Compatibility Profile allows only Wow, what a trash fire... |
@whitequark, |
@Evil-Spirit We are, but OS X cannot render GLES 2.0, so workarounds are needed. But I have thought up how to do it in only a mildly horrible way. |
What about Angle for OsX? |
It's possible but I would like to avoid doing all this more complicated than it already is... |
@whitequark, |
@Evil-Spirit I fixed the back face problem. It was because SSurface::TriangulateInto first filled the mesh with triangles with empty color, and then filled the color in separately. |
this is finally MERGED |
This is the tracking issue for the OpenGL 2 renderer, being prepared in the
opengl2
branch.There are currently the following problems with the renderer:
The Windows builds will use ANGLE; you can check whether they perform well on your configuration by downloading a build from https://ci.appveyor.com/project/whitequark/solvespace/build/3.0.196/artifacts.
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