OpenGL Shader software fallback does not render
OpenGL Shader software fallback does not render
- Subject: OpenGL Shader software fallback does not render
- From: Christoph Vonrhein <email@hidden>
- Date: Tue, 28 Aug 2012 15:14:33 -0400
Hello List,
I'm currently writing a FxPlug plugin, where I need to use an OpenGL shader. The shader compiles and renders just fine on my Mac Pro. On an older MacBook Pro however it happens that the graphics card cannot do certain things of the shader and this causes OSX to use the software shader to do the rendering. However when OSX decides to use the software shader, then it will not render anything in my plugin. The original texture is just passed through and the shader does not do anything.
The vertex and fragment shader compiles without any problem on both machines. I can even pull all used Uniform variables, which also shows that the shader was compiled correctly.
The shader works perfectly with the OpenGL Shader Builder application on both machines. This shows me that the software renderer of OSX is functional. The OpenGL Shader Builder application also shows me when OSX falls back on the software renderer. When this happens with a certain shader, then my plugin does not work.
My test environment for this is OSX 10.6.8 on a MacBook Pro with ATI X1600 graphics with Motion 5. To do the actual rendering I use a standard glBegin() glEnd() loop with a glFlush() at the end.
I wonder if I just forgot to (gl)enable anything that needs to be enabled to make the software renderer run. Somehow I thought that the fallback to software renderer is decided by OSX and I don't have to do anything to "help" OSX.
Thanks!
Christoph Vonrhein
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