Dgame revived
John Colvin via Digitalmars-d-announce
digitalmars-d-announce at puremagic.com
Fri Feb 27 01:04:00 PST 2015
On Thursday, 26 February 2015 at 02:22:18 UTC, stewarth wrote:
> On Wednesday, 25 February 2015 at 15:36:21 UTC, Gan wrote:
>> On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote:
>>> On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote:
>>>> On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote:
>>>>> On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote:
>>>>>> On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace
>>>>>> wrote:
>>>>>>>> I had to force dub to upgrade in order for it to pull
>>>>>>>> the latest code from the master branch.
>>>>>>>>
>>>>>>>> But on the plus side it runs.
>>>>>>>>
>>>>>>>> On the downside it still only displays a blank white
>>>>>>>> screen for Mac users.
>>>>>>>
>>>>>>> As growlercab pointed out
>>>>>>> (https://github.com/Dgame/Dgame/pull/29), I think also
>>>>>>> that you should set the Version to 3.2 rather than 3.0.
>>>>>>> Could you give it a try and say if that works for you?
>>>>>>
>>>>>> No dice. Running the shapes tutorial again, just a blank
>>>>>> screen. Console output looks good though:
>>>>>> init openAL
>>>>>> Derelict loaded GL version: GL33 (GL33), available GL
>>>>>> version: 3.3 INTEL-10.0.22
>>>>>> Quit Event
>>>>>> Finalize Sound (0)
>>>>>> >> Sound Finalized
>>>>>> Text: Finalize Font
>>>>>> Font finalized
>>>>>> Close open Windows.
>>>>>> Open Windows closed.
>>>>>> Finalize Texture (0)
>>>>>> >> Texture Finalized
>>>>>> quit sdl
>>>>>
>>>>> Did you try commenting out the line that sets the forward
>>>>> compatibility flag as well?
>>>>> (sorry it isn't clear from the posts)
>>>>>
>>>>> if (style & Style.OpenGL) {
>>>>> SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
>>>>> SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
>>>>> SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
>>>>> SDL_GL_CONTEXT_PROFILE_CORE);
>>>>> /*
>>>>> * SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
>>>>> * SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
>>>>> */
>>>>> }
>>>>>
>>>>> This fixed a similar issue for me on Linux.
>>>>>
>>>>> Cheers,
>>>>> stew
>>>>
>>>> Yeah I did that, doesn't show anything but a blank white
>>>> screen.
>>>
>>> OK, thanks for letting me know.
>>
>> Is there anything more I can test to try to get it working on
>> Mac?
>>
>> Also anyone else have a Mac to test on? I wanna make sure it's
>> not just me getting the blank white screen.
>
> Without a MAC I am just guessing, but my next steps would be
> along the lines of:
>
> 1. The venerable printf binary search bug hunt approach :)
>
> Check glGetError, which you can turn the error into a string
> with GLU as follows:
>
> ---
> void reportGLErrors() {
> GLenum errCode;
> const GLubyte *errString;
> if ((errCode = glGetError()) != GL_NO_ERROR)
> {
> errString = gluErrorString(errCode);
> writeln(errString.fromStringz)
> }
> // UNTESTED!!
> }
> ---
This module should work as a standalone with a few tiny import
changes:
https://github.com/Dav1dde/glamour/blob/master/glamour/util.d
The interesting bit is checkgl, used for example like this:
checkgl!glDrawArrays(GL_POINTS, 0, 10);
then you get a nice debug message if glDrawArrays reports an
error. It will also report if a previous error has occurred and
wasn't cleared, but of course in that case it won't be able to
tell you where.
I wrap every OpenGL call with checkgl, it helps immensely.
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