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And in the case of missing extensions,
will not using the NO_RECOVERY work? Or did the procedure I specified the only
way to go? From: Jean-Francois
Roy [mailto:email@hidden] On Nov 11, 2007, at 09:12, Yaron Tadmor wrote:
So
basically I’d need to create a pixel format for the accelerated renderer,
create the context and check the gl extension string. If it doesn’t contain
what I need, I’d then need to create a pixel format for the software renderer
and create context for that. Is this right? That will work. In the case of hardware limits (rather than missing extensions), you
can omit to specify the NO_RECOVERY flag when creating your context. When that
flag is not set, OpenGL on Mac OS X will automatically fallback to the software
renderer when it breaks a hardware limit. Some cases are also a bit more complex. For example, geometry shading
is supported by the software renderer but is not available on a lot of hardware
yet. OpenGL will transparently do geometry shading in software, while
continuing to use hardware for vertex and fragment shading. There is
a hefty cost to that, but if it's acceptable to your context, it's a
viable solution. |
_______________________________________________ Do not post admin requests to the list. They will be ignored. Mac-opengl mailing list (email@hidden) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/mac-opengl/email@hidden This email sent to email@hidden
| References: | |
| >Choosing a rendere (From: "Yaron Tadmor" <email@hidden>) | |
| >Re: Choosing a rendere (From: David Spooner <email@hidden>) | |
| >RE: Choosing a rendere (From: "Yaron Tadmor" <email@hidden>) | |
| >Re: Choosing a rendere (From: Jean-Francois Roy <email@hidden>) |
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