On Thursday, 26 February 2015 at 02:22:18 UTC, stewarth wrote:
On Wednesday, 25 February 2015 at 15:36:21 UTC, Gan wrote:
On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote:
On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote:
On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote:
On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote:
On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace
wrote:
I had to force dub to upgrade in order for it to pull
the latest code from the master branch.
But on the plus side it runs.
On the downside it still only displays a blank white
screen for Mac users.
As growlercab pointed out
(https://github.com/Dgame/Dgame/pull/29), I think also
that you should set the Version to 3.2 rather than 3.0.
Could you give it a try and say if that works for you?
No dice. Running the shapes tutorial again, just a blank
screen. Console output looks good though:
init openAL
Derelict loaded GL version: GL33 (GL33), available GL
version: 3.3 INTEL-10.0.22
Quit Event
Finalize Sound (0)
>> Sound Finalized
Text: Finalize Font
Font finalized
Close open Windows.
Open Windows closed.
Finalize Texture (0)
>> Texture Finalized
quit sdl
Did you try commenting out the line that sets the forward
compatibility flag as well?
(sorry it isn't clear from the posts)
if (style & Style.OpenGL) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
/*
* SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
* SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
*/
}
This fixed a similar issue for me on Linux.
Cheers,
stew
Yeah I did that, doesn't show anything but a blank white
screen.
OK, thanks for letting me know.
Is there anything more I can test to try to get it working on
Mac?
Also anyone else have a Mac to test on? I wanna make sure it's
not just me getting the blank white screen.
Without a MAC I am just guessing, but my next steps would be
along the lines of:
1. The venerable printf binary search bug hunt approach :)
Check glGetError, which you can turn the error into a string
with GLU as follows:
---
void reportGLErrors() {
GLenum errCode;
const GLubyte *errString;
if ((errCode = glGetError()) != GL_NO_ERROR)
{
errString = gluErrorString(errCode);
writeln(errString.fromStringz)
}
// UNTESTED!!
}
---
This module should work as a standalone with a few tiny import
changes:
https://github.com/Dav1dde/glamour/blob/master/glamour/util.d
The interesting bit is checkgl, used for example like this:
checkgl!glDrawArrays(GL_POINTS, 0, 10);
then you get a nice debug message if glDrawArrays reports an
error. It will also report if a previous error has occurred and
wasn't cleared, but of course in that case it won't be able to
tell you where.
I wrap every OpenGL call with checkgl, it helps immensely.