- User Since
- Apr 27 2010, 10:07 PM (334 w, 6 d)
Sat, Sep 24
Fri, Sep 23
WindowCocoa.mm was fine, needed small fix in ContextCGL.mm. Thanks for calling attention to this!
Thu, Sep 22
Wed, Sep 21
No need to make this a phab diff, but yes for future changes. Do you have commit access?
Might be able to salvage some useful bits from this...
Lots of good discussion here. Now that we've moved to OpenGL 2.1 minimum — and are using 3.2 core profile in the very near future — our GL code has less need for a helpful layer like this. I'd also like to remove the GLEW dependency and make something simpler & specific to Blender's needs. Probably *after* Blender 2.8 ships.
Tue, Sep 20
Thanks for testing @Chau (BlenderNavi) but those reports do not make sense to me.
Mon, Sep 19
Sat, Sep 17
Thu, Sep 15
Depth/occlusion & widgets -- with new viewport we can consider widgets to be overlaid atop the scene, but still use depth information. Either standard depth test (draw nothing if occluded), or draw 50% opacity if occluded. That way the user can see the whole widget and also have some sense of depth relationships.
One more vote for blender2.8 branch since this introduces a new UI approach.
Splitting a large mesh into multiple smaller VBOs (option B) is still planned for 2.8. I'll keep you updated when the first usable build is ready. It requires Mac OS 10.7 Lion or later (10.9 would be much better).
Wed, Sep 14
Tue, Sep 13
Tue, Sep 6
Mon, Sep 5
Sure thing, I'll commit this ASAP.
@Martijn Berger (juicyfruit) I worked around during context creation, by requesting the software renderer. It supports full OpenGL 2.1 so no other changes were needed.
Sorry, in my earlier comment I mean you can run 2.78 (software GL) or 2.76 (hardware GL). Making 2.78 run on your GPU is not an option since Blender 2.77+ requires OpenGL 2.1 but Intel GMA 950 is a GL 1.4 chip. Even if we backtrack and use glGenBuffersARB, it will hit other problems (GLSL).
Sun, Sep 4
Added ARB_draw_elements_base_vertex to Mac & Mesa requirements. Specifically for these functions:
Fri, Sep 2
Right, in 2.8 we'll have more control over how strokes are drawn. We'll make sure it's done beautifully!
Thu, Sep 1
Yeah, that's better actually -- we don't want 64-bit format tying with a 32-bit one based on score. Better to reject them for now.
if (active) use active color
else if (selected) use selection color
else use speaker color
I say make a quick hack for 2.78 by using the patch above (with either 32 or 33, meh, don't care) and see how we can do this better for 2.8?
I need to freshen up knowledge of Windows pixel format options, but as a quick fix this looks fine. Minor change: why not this?
Tue, Aug 30
Mon, Aug 29
glGenBuffers crashes because GL 1.4 technically needs glGenBuffersARB. Same functionality but different functions.
Sun, Aug 28
Actually the line drawing is not wireframe, it's for the selection outline. My mistake!
This test build changes version to 2.78. New prefs, new startup file.
Ok, that tells us the very first OpenGL function call is failing. Trying to run code at address 0, which might mean it's being called without an active GL context.
Aug 27 2016
Try running this one from Terminal.app. It should tell us which line of code leads to the crash, or if the problem is somewhere else.
This commit also adds trailing whitespace—the invisible disease—to blank lines.
rB9d3813e602b8 Added new functions to Gawain.
Thanks for this! Yes it's useful toward T49043
No I haven't seen the problem on my end.
Aug 26 2016
This is derived from work I did spring 2015 in GPU_data_request branch.
Aug 25 2016
Aug 23 2016
Aug 22 2016
Aug 21 2016
Aug 19 2016
Aug 18 2016
Also tested working on Windows & Linux.
Aug 17 2016
Aug 16 2016
Reported bug to Intel graphics folks.
Crash is inside glLinkProgram, called from GPU_shader_create_ex. The vertex & fragment shaders compiled successfully with nothing in their info logs. Intel driver bug??
On Intel HD 4600 I'm seeing the same bad behavior @Aaron Carlisle (Blendify) described in IRC. Crash in driver, no GL error reported.
driver stuff ... 20: GPU_shader_create_ex - 0xDBC721C0 19: GPU_generate_pass - 0xDBC77EE0 18: GPU_material_construct_end - 0xDBC5FF50 17: GPU_material_from_blender - 0xDBC5B360 16: GPU_begin_object_materials - 0xDBC43A70 15: draw_mesh_object - 0xDAFF82A0 14: draw_object - 0xDAFE5880 13: view3d_draw_objects - 0xDAFCB890 ...
Still need to fix the separate error I see on AMD with the same file. But the Intel one first!