intel video card -> opengl errors - Page 2

intel video card -> opengl errors

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: intel video card -> opengl errors

Post by jK »

gajop wrote:
jK wrote:(still pre-increment produces more efficient code with non-native vartypes).
theoretically, yes, but aren't compilers allowed to optimize? (i've been told they do for most stl iterators and such)
cppcheck gives a warning on them, so some might optimized some not (and custom classes likely never).
jamerlan wrote:So that means that "GL_COLOR_ATTACHMENT15_EXT" will be ignored?
damn :oops:
jamerlan wrote:(GL_ARB_debug_output)
We already have that. The problem is it's impossible to create a debug context with SDL and 90% of the other frameworks. It's one of the reasons I want to get rid off SDL for years.
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: intel video card -> opengl errors

Post by zerver »

jamerlan wrote:can you fix and commit this? CommandDrawer.cpp -> glPolygonMode(GL_FRONT_AND_BACK, GL_LINES);
Done
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: intel video card -> opengl errors

Post by hoijui »

hey jamerlan! :-)
i recommend you to do patches yourself on git (create github account, fork spring, push patches, tell us). that way, you get propper fame and honor for what you do. ;-)

nice finds! :-)
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jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: intel video card -> opengl errors

Post by jamerlan »

hoijui wrote:do patches yourself
Done: https://github.com/spring/spring/pull/40
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: intel video card -> opengl errors

Post by zerver »

Thanks for looking into this! Any Intel fixes that do not make the code bloated or unreadable are very welcome.
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Peet
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Joined: 27 Feb 2006, 22:04

Re: intel video card -> opengl errors

Post by Peet »

jamerlan wrote:

Code: Select all

GLenum errCode;
const GLubyte *errString;

if ((errCode = glGetError()) != GL_NO_ERROR) {
    errString = gluErrorString(errCode);
   LOG("OpenGL Error: %s\n", errString);
}
Hey use this
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