I'm not entirely sure, my drivers are up to date. If I edit my config to
force 16 bit depth I get the following:
File "c:\python27\lib\site-packages\pyglet\window\win32\__init__.py",
line 131, in __init__
super(Win32Window, self).__init__(*args, **kwargs)
File "c:\python27\lib\site-packages\pyglet\window\__init__.py", line 559,
in __init__
self._create()
File "c:\python27\lib\site-packages\pyglet\window\win32\__init__.py",
line 263, in _create
self.context.attach(self.canvas)
File "c:\python27\lib\site-packages\pyglet\gl\win32.py", line 265, in
attach
super(Win32ARBContext, self).attach(canvas)
File "c:\python27\lib\site-packages\pyglet\gl\win32.py", line 210, in
attach
raise gl.ContextException('Unable to share contexts')
pyglet.gl.ContextException: Unable to share contexts
On Sunday, June 17, 2018 at 8:19:35 PM UTC-5, Benjamin Moran wrote:
>
> That's an interesting find, Charles. Does it seem like a driver bug, or
> dropped support? It's possibly an unnoticed bug, since most 3D games
> probably don't use 16bit depth anymore for anything. 2D games likely leave
> this as default.
>
>
>
> On Saturday, June 16, 2018 at 3:46:40 AM UTC+9, Charles wrote:
>>
>> Just so people know, I tried setting 16 bit manually and got an OpenGL
>> context error. (Nvidia GTX 1070)
>>
>> Changing it back to 24 bit works without issue. I'd hold off on forcing
>> it as default as it seems some configurations do not support this.
>>
>> On Monday, May 28, 2018 at 4:32:55 PM UTC-5, Daniel Gillet wrote:
>>>
>>> Hi Adam,
>>>
>>> I purposefully used vsync=True to show the mode I was using. If you try
>>> the code yourself, you will notice that just changing vsync to False won't
>>> make the flip function any faster. Although it will wait for the next
>>> vsync, the time is actually mainly spent in transferring the data to the
>>> GPU and swapping buffers. Vsync was one of the things I tried when I was
>>> investigating.
>>>
>>> I agree with everybody above. This would probably should find a place in
>>> the documentation, but I also would refrain from setting a 16 bits depth
>>> buffer as default. Now if used for 2D application, there won't be any
>>> polygon z-fighting AFAIK. But I might be wrong here. I'm still learning. :)
>>> Now Pyglet probably does not assume anything regarding the projection, and
>>> a perspective projection would exhibit that issue. Reading a bit on the
>>> subject, it seems that there is a nice technique using the invert of the z
>>> value for better depth buffer precision. But anyway this is irrelevant for
>>> the current conversation.
>>>
>>> I fully agree with Benjamin. The documentation could use some love.
>>>
>>> Cheers,
>>> Daniel
>>>
>>
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