Search found 17 matches

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by Rastar
18 Aug 2014, 19:13
Forum: General Discussion
Replies: 11
Views: 4248

Re: What exactly to store/restore for OpenGL state?

Ok, I'll test on Windows, and if the initialization works there wirh C4 I'll PM you for the OSX version.

One further question: The Leadwerks wrapper creates its own framebuffer - is that necessary? What for? Do I have to do any render-to-texture stuff?
by Rastar
18 Aug 2014, 18:19
Forum: General Discussion
Replies: 11
Views: 4248

Re: What exactly to store/restore for OpenGL state?

OK. However, it seems I am currently stuck - I get exception during the initialization phase (invalid GLenums e.g.), probably because I am using 1.1.0 which isn't conpatible with OpenGL3+ ?

Will the OSX version of 1.2beta be out soon?
by Rastar
18 Aug 2014, 15:03
Forum: General Discussion
Replies: 11
Views: 4248

Re: What exactly to store/restore for OpenGL state?

What function calls are you thinking of for invalidating the state cache? I am not really an OpenGL guru, and the only functions for invalidating something are for framebuffers. But I don't know if there is a function call for invalidating the state cache as a whole or even parameter by parameter. I...
by Rastar
18 Aug 2014, 13:30
Forum: General Discussion
Replies: 11
Views: 4248

Re: What exactly to store/restore for OpenGL state?

By the way, I wonder why you need another integration instead of reusing the existing one. We could improve it if you need it.
You mean another integration into Leadwerks? No, I'm itegrating this into the C4 Engine. Or is there an integration for that already?
by Rastar
15 Aug 2014, 16:29
Forum: General Discussion
Replies: 11
Views: 4248

What exactly to store/restore for OpenGL state?

Hi, I am working on an integration of NoesisGUI into the C4 engine. According to your to your integration docs, the GPU state has to be stored/restored before/after calls to Render(). Now, the OpenGL state is quite a beast - is there a more specific list, what exactly has to be stored/restored or in...
by Rastar
15 Aug 2014, 12:51
Forum: General Discussion
Replies: 2
Views: 1677

Re: 64bit for OSX?

Yes, I was linking against the SDK lib and overlooked the universal runtime. Thanks!
by Rastar
14 Aug 2014, 12:31
Forum: General Discussion
Replies: 2
Views: 1677

64bit for OSX?

Hi,

it seems currently only i386 dylibs are provided for OSX. While that of course is fine for the actual production build, and would want to use 64bit while working with an editor-based build target. Would it be possible to supply x86_64 libraries as well?

Thanks!
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