GL_TEXTURE_COORD_ARRAY on OS X 10.6.8

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GL_TEXTURE_COORD_ARRAY on OS X 10.6.8

alterscape
I'm developing a JOGL application on a Macbook Pro (10.7.3, nVidia GeForce 330m).  I'm using the OpenGL 2.1 profile.  I recently checked out my source tree on my other computer, an iMac (10.6.8, ATI Radeon HD 5750).  For some reason, texture coordinates set via VBO ( GL_TEXTURE_COORD_ARRAY enabled; texture coordinate pointer set with glTexCoordPointer) work perfectly on the laptop, but not on the desktop. On the desktop, quads are drawn but they are solid-colored (presumably the color of whatever pixel is at (0,0) in the texture image. Immediate mode works as expected on both platforms.

Any ideas why this might be happening?
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Re: GL_TEXTURE_COORD_ARRAY on OS X 10.6.8

Sven Gothel
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On 02/08/2012 08:32 PM, alterscape [via jogamp] wrote:

>
>
> I'm developing a JOGL application on a Macbook Pro (10.7.3, nVidia GeForce
> 330m).  I'm using the OpenGL 2.1 profile.  I recently checked out my source
> tree on my other computer, an iMac (10.6.8, ATI Radeon HD 5750).  For some
> reason, texture coordinates set via VBO ( GL_TEXTURE_COORD_ARRAY enabled;
> texture coordinate pointer set with glTexCoordPointer) work perfectly on the
> laptop, but not on the desktop. On the desktop, quads are drawn but they are
> solid-colored (presumably the color of whatever pixel is at (0,0) in the
> texture image. Immediate mode works as expected on both platforms.
>
> Any ideas why this might be happening?
Maybe you use RECTANGLE extension .. and it's not supported on AMD ?

If so, you can validate whether the RECTANGLE extension is supported by
      gl.isExtensionAvailable("GL_ARB_texture_rectangle")

Maybe it's 'only' broken with AMD's GLSL ?

~Sven


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