Hi,
keeping the logs slightly verbose is completely fine, the users don't see
them anyway. There are really meant to be used by developers or for users
to create bug reports.
When all OpenGL bugs are solved, w can remove them, but in the mean time
I'm very glad to get the extra bit of information i
The correct way to prevent logging is NOT with #ifdef; it’s with proper logging,
The graphics driver you link to is for CUDA, not for system graphics cards.
Those drivers are NOT user upgradeable (without an Apple release).
The app seems to work if I discount the warning message. I’ve not look
On Mo, 1.12.2014, 15:28, Timothy Reaves wrote:
> A rant it may be, but, accurate. Debug statements should never be made
> from a ‘production’ application, and your code added a LOT to what was
> already polluting system logs.
If you prefer an empty logfile, please #ifndef MAC_OSX away all
diagno
A rant it may be, but, accurate. Debug statements should never be made from a
‘production’ application, and your code added a LOT to what was already
polluting system logs.
As to what I claim my Mac has, the nice thing about Macs is you don’t have to
‘claim’. It’s very well documented. Here
Hello Fabien!
All bug reports received on Launchpad July-November came from systems
which detected themselves as "OpenGL 2.1/GLSL1.20" (or less) or, if people
used ANGLE, systems which ANGLE detected as "ps_2_0", which to my testings
on only about 7 Windows (XP, 7, 8.1) PCs so far happens if those
Hi,
what makes you think that GLSL 1.20 is not sufficient? If I introduced
non-compatible instructions in the planet code I should change them to make
them GLSL 1.20 compatible, it should not be a big deal since I don't do
anything special in this code.
Fabien
On Sun, Nov 30, 2014 at 6:45 PM, Geo
Hi!
When I explicitly ask for an OpenGL2.1 format (edit StelMainView, line 375:)
// Create an openGL viewport
QGLFormat glFormat(QGL::StencilBuffer | QGL::DepthBuffer |
QGL::DoubleBuffer);
// GZ Test this on Win, Mac, Linux and FreeBSD!
glFormat.setVersion(2,1); //
Hi!
2014-11-30 20:59 GMT+06:00 Georg Zotti :
> This is to my best knowledge neither Stellarium's nor Qt's fault. At this
> stage, glGetString is called.
>
> from https://www.opengl.org/sdk/docs/man/ on glGetString:
> ===
> glGetString returns a pointer to a static string describing some aspec
This is to my best knowledge neither Stellarium's nor Qt's fault. At this
stage, glGetString is called.
from https://www.opengl.org/sdk/docs/man/ on glGetString:
===
glGetString returns a pointer to a static string describing some aspect of
the current GL connection.
I understand the
Hi!
2014-11-29 18:25 GMT+06:00 Georg Zotti :
>
> On Sa, 29.11.2014, 01:24, Reaves, Timothy wrote:
> > My hardware support OpenGL 5, and my driver supports 4.2.
>
> Maybe your hardware could do it. Your driver announced itself as 2.1, not
> or 4.2.
>
I have a log from OSX today -
http://www.alchy
On Sa, 29.11.2014, 13:57, Timothy Reaves wrote:
> Why do you think the manor in which an OpenGL context is being created is
> going to be of the highest version the computer supports? It couldn’t
> possibly do this, unless your own development machine doesn’t go above
> OpenGL 2 with GLES 1.3. Th
Why do you think the manor in which an OpenGL context is being created is going
to be of the highest version the computer supports? It couldn’t possibly do
this, unless your own development machine doesn’t go above OpenGL 2 with GLES
1.3. The shaders used in the application are not capable of
On Sa, 29.11.2014, 01:24, Reaves, Timothy wrote:
> My hardware support OpenGL 5, and my driver supports 4.2.
Maybe your hardware could do it. Your driver announced itself as 2.1, not
or 4.2.
> I can get this
> with no issue in Qt. That's immaterial though; the app doesn't ask for
> it. So by n
My hardware support OpenGL 5, and my driver supports 4.2. I can get this
with no issue in Qt. That's immaterial though; the app doesn't ask for
it. So by not specifying what version it wants, it actually gets 2.1 & SL
1.2. And then the code complains, and offers to continue. Not good.
And the
Dear Timothy,
My feeling was that maybe 80% of reported "bugs" (apart from
misunderstandings) since July were those by people with outdated GPUs or
at least outdated drivers on several operating system configurations which
to my knowledge are not regularly tested by developers, zillion hardware
va
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