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Hello,
Is there an easy way to test a JOGL application on different openGL versions? I want to test it on openGL 1.1, 2.0 and 3.0 |
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There is no any GLProfile for openGL 1.1
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On 5/17/19 8:22 AM, Nelu Cristian Tone [via jogamp] wrote:
> There is no any GLProfile for openGL 1.1 Correct. In theory it could be feasible to query one exact GL context profile from the OpenGL implementation, which is supported 'under the hood'. Practically this is of no use for proper runtime validation as the implementation may not reliably differentiate minor version numbers or otherwise - there is no guarantee. However, selecting a GL* profile vi GLProfile might be good enough for source code compatibility verification. Yes, we start at GL2 here, which includes OpenGL 1.1+, sorry about that. At some point one needs to make a compromise regarding complexity. For real product validation, I would attempt to use either 1) a pass through GL implementation, capable of restricting the OpenGL capabilities and hence profile 2) using a virtual machine w/ same restrictions Hope this helps a little ~Sven |
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Thank you Sven
How can i restrict functionalities to simulate like profile it's for openGL 1.1? |
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On 5/20/19 1:18 PM, Nelu Cristian Tone [via jogamp] wrote:
> Thank you Sven > > How can i restrict functionalities to simulate like profile it's for openGL 1.1? Use a virtual machine and only install an OpenGL 1.1 capable driver? Like on Windows w/o any GPU driver probably, i.e. only using the vendor 'host dll'. For GNU/Linux, I don't know - might would require to build an old MESA version? When you have done your research, maybe you can publish your results on our wiki? Thank you. |
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This post was updated on May 20, 2019; 12:59pm.
I did that earlier, but i thought i can emulate it programatically.
Using virtual machine it takes me quite a lot of time for testing. On a virtual machine with openGL 1.1 driver i have the following restrictions/problems: - multisample antialias doesn't work at all - method readPixels from GLReadBufferUtil doesn't work properly. The texture which is made it looks strange - can not use GLprofile.GL2; so i used GLprofile.GL2ES1 profile. If i would use GL2 profile then method glGetIntegerv from GL2 class, throw an exception |
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On 5/20/19 2:46 PM, Nelu Cristian Tone [via jogamp] wrote:
> I did that earlier, but i thought i can emulate it programatically. > Using virtual machine it takes me quite a lot of time for testing. > > On a virtual machine with openGL 1.1 driver i have the following > restrictions/problems: > - multisample antialias doesn't work at all > - method readPixels from GLReadBufferUtil doesn't work properly. The texture > which is made it looks strange > - can not use GLprofile.GL2; so i used GLprofile.GL2ES1 profile Yes. So from the JOGL programmatic OpenGL profile compliance, one would use these GLProfiles to restrict certain codepaths for said profiles. Like one renderer for GL2ES1 and one for GL2ES2 etc. As I said initially, product validation would still be required of course. Utilizing extensions should also be queried accordingly and even JOGL's GLProfile already assume a certain X.Y profile for completeness. ~Sven |
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