JOGL GLSL version and Mac OS X 10.7.5

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JOGL GLSL version and Mac OS X 10.7.5

axel22
I'm using JOGL 2.0.2-rc12 on Mac OS X 10.7.5. The shader version as returned by the glGetString(GL2ES2.GL_SHADING_LANGUAGE_VERSION) call is "1.20" -- hence I am unable to use GLSL features such as sampler2DArray for texture arrays. This is independent of the GLProfile I use to initialize the rendering context. Working with the same version of JOGL on Windows 7, the GLSL version seems to be "1.40". Note that this version of Mac OS X should support GLSL version 1.50.

Is there a way to programatically switch between the GLSL versions, e.g. when initializing the GLProfile and GLCapabilities objects?

Otherwise, is this fixed in a newer version of Mac OS X?
Is this a planned fix for future releases of JOGL?

Thank you,
Aleksandar
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Re: JOGL GLSL version and Mac OS X 10.7.5

gouessej
Administrator
Hi

It probably comes from the driver, it is plausible that the driver of your graphics card under Windows is better than the one you use under Mac OS X. It can't be "fixed" in JOGL.
Julien Gouesse | Personal blog | Website
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Re: JOGL GLSL version and Mac OS X 10.7.5

axel22
Thank you for your answer.
From investigating what the capabilities of Radeon HD 6970M are on 10.7.5, it appears the driver should be GLSL 1.5 compliant.

I'll try running the same code from C directly to verify this.
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Re: JOGL GLSL version and Mac OS X 10.7.5

jmaasing
I also think it should support GLSL 1.50
https://developer.apple.com/graphicsimaging/opengl/capabilities/GLInfo_1075_Core.html

I found in App Store an application called "OpenGL Extension Viewer". It seems to perform a lot of compatibility tests and reports, you can try that if you don't want to code a test application yourself.
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Re: JOGL GLSL version and Mac OS X 10.7.5

Sven Gothel
Administrator
On 07/11/2013 10:32 PM, jmaasing [via jogamp] wrote:
> I also think it should support GLSL 1.50
> https://developer.apple.com/graphicsimaging/opengl/capabilities/GLInfo_1075_Core.html
>
> I found in App Store an application called "OpenGL Extension Viewer". It seems
> to perform a lot of compatibility tests and reports, you can try that if you
> don't want to code a test application yourself.

You need to use a GL3 profile, i.e. OpenGL >= 3.1 core
to be able to use higher GLSL versions!

http://en.wikipedia.org/wiki/GLSL#Versions

We have unit tests actually testing this ..

https://jogamp.org/chuck/job/jogl/1046/label=macosx-10_7-x86_64-nvidia_jre7/testReport/com.jogamp.opengl.test.junit.jogl.demos.es2.newt/TestGearsES2NEWT/test03_GL3/?

~Sven




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