Hello, the fact is that I cannot find in the api specification where to force direct rendering:
( http://www.opengl.org/documentation/specs/glut/spec3/node12.html#SECTION00033000000000000000 ) 2.3 glutInitDisplayMode glutInitDisplayMode sets the *initial display mode*. *Usage* void glutInitDisplayMode(unsigned int mode); mode Display mode, normally the bitwise *OR*-ing of GLUT display mode bit masks. See values below: GLUT_RGBA Bit mask to select an RGBA mode window. This is the default if neither GLUT_RGBA nor GLUT_INDEX are specified. GLUT_RGB An alias for GLUT_RGBA. GLUT_INDEX Bit mask to select a color index mode window. This overrides GLUT_RGBA if it is also specified. GLUT_SINGLE Bit mask to select a single buffered window. This is the default if neither GLUT_DOUBLE or GLUT_SINGLE are specified. GLUT_DOUBLE Bit mask to select a double buffered window. This overrides GLUT_SINGLE if it is also specified. GLUT_ACCUM Bit mask to select a window with an accumulation buffer. GLUT_ALPHA Bit mask to select a window with an alpha component to the color buffer(s). GLUT_DEPTH Bit mask to select a window with a depth buffer. GLUT_STENCIL Bit mask to select a window with a stencil buffer. GLUT_MULTISAMPLE Bit mask to select a window with multisampling support. If multisampling is not available, a non-multisampling window will automatically be chosen. Note: both the OpenGL client-side and server-side implementations must support the GLX_SAMPLE_SGISextension for multisampling to be available. GLUT_STEREO Bit mask to select a stereo window. GLUT_LUMINANCE Bit mask to select a window with a ``luminance'' color model. This model provides the functionality of OpenGL's RGBA color model, but the green and blue components are not maintained in the frame buffer. Instead each pixel's red component is converted to an index between zero and glutGet(GLUT_WINDOW_COLORMAP_SIZE)-1 and looked up in a per-window color map to determine the color of pixels within the window. The initial colormap of GLUT_LUMINANCE windows is initialized to be a linear gray ramp, but can be modified with GLUT's colormap routines. 2007/4/4, Jonathan Bartlett <[EMAIL PROTECTED]>:
Amos Tibaldi wrote: Hello, I have installed YDL5 on the PlayStation3 and I have compiled a program that uses freeglut and mesa that should display some windows with images. Unfortunately at the console there is an error saying: freeglut: unable to create direct context rendering for window '... I have succesfully executed glxgears and it works fine; what could I do to find out what the problem is? I haven't used GLUT in a long time, but my guess is that you've requested hardware rendering, while the PS3 only has software rendering. Jon -- _______________________________________________ yellowdog-general mailing list [email protected] http://lists.terrasoftsolutions.com/mailman/listinfo/yellowdog-general HINT: to Google archives, try '<keywords> site:terrasoftsolutions.com'
-- Amos Tibaldi
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