Open indefinit opened 9 years ago
working on 8.4 Try running examples/gl/glInfoExample/ and published a screenshot here.
you can also try to play with the version of opengl, with the setup(minor, major) of ofGLProgrammableRender.
opengl versions here -> GLSL http://en.wikipedia.org/wiki/OpenGL_Shading_Language#Versions
thanks for the tip! Dario
Hey sorry for the delay getting back to you on this. Below is my openGLReport. Looks like I should be able to run glsl version 150 no problem, and I know I've been able to run OpenGL 4 in Cinder. However I don't see a setup method with the minor, major method signature. Maybe I'm doing this wrong? My main.cpp looks like:
#include "ofApp.h"
#include "ofAppGlutWindow.h"
#include "ofGLProgrammableRenderer.h"
int main(){
ofAppGlutWindow window;
ofGLProgrammableRenderer renderer;
renderer.setup(2,4);
ofSetupOpenGL(&window, 1280, 720, OF_WINDOW);
ofRunApp(new ofApp());
}
opengl info
-------------------------------------------------
version=2.1 NVIDIA-10.2.1 310.41.15f01
vendor=NVIDIA Corporation
renderer=NVIDIA GeForce GT 650M OpenGL Engine
-------------------------------------------------
opengl limits
-------------------------------------------------
OpenGL limits:
GL_MAX_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIP_PLANES = 6
GL_MAX_COLOR_MATRIX_STACK_DEPTH = 10
GL_MAX_ELEMENTS_VERTICES = 1048575
GL_MAX_ELEMENTS_INDICES = 150000
GL_MAX_EVAL_ORDER = 10
GL_MAX_LIGHTS = 8
GL_MAX_LIST_NESTING = 64
GL_MAX_MODELVIEW_STACK_DEPTH = 32
GL_MAX_NAME_STACK_DEPTH = 128
GL_MAX_PIXEL_MAP_TABLE = 256
GL_MAX_PROJECTION_STACK_DEPTH = 10
GL_MAX_TEXTURE_STACK_DEPTH = 10
GL_MAX_TEXTURE_SIZE = 16384
GL_MAX_3D_TEXTURE_SIZE = 2048
GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 16384
GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 3
GL_MAX_TEXTURE_UNITS_ARB = 8
GL_MAX_TEXTURE_LOD_BIAS_EXT = 15
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16
GL_MAX_VIEWPORT_DIMS = 16384, 16384
GL_ALIASED_LINE_WIDTH_RANGE = 1, 10
GL_SMOOTH_LINE_WIDTH_RANGE = 1, 10
GL_ALIASED_POINT_SIZE_RANGE = 1, 2047
GL_SMOOTH_POINT_SIZE_RANGE = 1, 190
-------------------------------------------------
shader limits
-------------------------------------------------
Shader limits:
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 4096
GL_MAX_VARYING_FLOATS = 124
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_TEXTURE_IMAGE_UNITS = 16
-------------------------------------------------
available extensions
-------------------------------------------------
GL_ARB_color_buffer_float, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp,
GL_ARB_depth_texture, GL_ARB_draw_buffers,
GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
GL_ARB_fragment_shader, GL_ARB_framebuffer_object,
GL_ARB_framebuffer_sRGB, GL_ARB_half_float_pixel,
GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays,
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,
GL_ARB_provoking_vertex, GL_ARB_seamless_cube_map, GL_ARB_shader_objects,
GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shadow,
GL_ARB_sync, GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
GL_ARB_texture_float, GL_ARB_texture_mirrored_repeat,
GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle,
GL_ARB_texture_rg, GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra,
GL_ARB_vertex_blend, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program,
GL_ARB_vertex_shader, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra,
GL_EXT_bindable_uniform, GL_EXT_blend_color,
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint,
GL_EXT_debug_label, GL_EXT_debug_marker, GL_EXT_depth_bounds_test,
GL_EXT_draw_buffers2, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,
GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,
GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,
GL_EXT_packed_float, GL_EXT_provoking_vertex, GL_EXT_rescale_normal,
GL_EXT_secondary_color, GL_EXT_separate_specular_color,
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,
GL_EXT_texture_array, GL_EXT_texture_compression_dxt1,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_env_add,
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
GL_EXT_texture_rectangle, GL_EXT_texture_shared_exponent,
GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_timer_query,
GL_EXT_transform_feedback, GL_EXT_vertex_array_bgra,
GL_APPLE_aux_depth_stencil, GL_APPLE_client_storage,
GL_APPLE_element_array, GL_APPLE_fence, GL_APPLE_float_pixels,
GL_APPLE_flush_buffer_range, GL_APPLE_flush_render,
GL_APPLE_object_purgeable, GL_APPLE_packed_pixels, GL_APPLE_pixel_buffer,
GL_APPLE_rgb_422, GL_APPLE_row_bytes, GL_APPLE_specular_vector,
GL_APPLE_texture_range, GL_APPLE_transform_hint,
GL_APPLE_vertex_array_object, GL_APPLE_vertex_array_range,
GL_APPLE_vertex_point_size, GL_APPLE_vertex_program_evaluators,
GL_APPLE_ycbcr_422, GL_ATI_separate_stencil, GL_ATI_texture_env_combine3,
GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_IBM_rasterpos_clip,
GL_NV_blend_square, GL_NV_conditional_render, GL_NV_depth_clamp,
GL_NV_fog_distance, GL_NV_fragment_program_option,
GL_NV_fragment_program2, GL_NV_light_max_exponent,
GL_NV_multisample_filter_hint, GL_NV_point_sprite,
GL_NV_texgen_reflection, GL_NV_texture_barrier,
GL_NV_vertex_program2_option, GL_NV_vertex_program3,
GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod
-------------------------------------------------
opengl calls available
-------------------------------------------------
GL_VERSION_1_1: OK
---------------
GL_VERSION_1_2: OK
---------------
glCopyTexSubImage3D: OK
glDrawRangeElements: OK
glTexImage3D: OK
glTexSubImage3D: OK
GL_VERSION_1_2_1: OK
-----------------
GL_VERSION_1_3: OK
---------------
glActiveTexture: OK
glClientActiveTexture: OK
glCompressedTexImage1D: OK
glCompressedTexImage2D: OK
glCompressedTexImage3D: OK
glCompressedTexSubImage1D: OK
glCompressedTexSubImage2D: OK
glCompressedTexSubImage3D: OK
glGetCompressedTexImage: OK
glLoadTransposeMatrixd: OK
glLoadTransposeMatrixf: OK
glMultTransposeMatrixd: OK
glMultTransposeMatrixf: OK
glMultiTexCoord1d: OK
glMultiTexCoord1dv: OK
glMultiTexCoord1f: OK
glMultiTexCoord1fv: OK
glMultiTexCoord1i: OK
glMultiTexCoord1iv: OK
glMultiTexCoord1s: OK
glMultiTexCoord1sv: OK
glMultiTexCoord2d: OK
glMultiTexCoord2dv: OK
glMultiTexCoord2f: OK
glMultiTexCoord2fv: OK
glMultiTexCoord2i: OK
glMultiTexCoord2iv: OK
glMultiTexCoord2s: OK
glMultiTexCoord2sv: OK
glMultiTexCoord3d: OK
glMultiTexCoord3dv: OK
glMultiTexCoord3f: OK
glMultiTexCoord3fv: OK
glMultiTexCoord3i: OK
glMultiTexCoord3iv: OK
glMultiTexCoord3s: OK
glMultiTexCoord3sv: OK
glMultiTexCoord4d: OK
glMultiTexCoord4dv: OK
glMultiTexCoord4f: OK
glMultiTexCoord4fv: OK
glMultiTexCoord4i: OK
glMultiTexCoord4iv: OK
glMultiTexCoord4s: OK
glMultiTexCoord4sv: OK
glSampleCoverage: OK
GL_VERSION_1_4: OK
---------------
glBlendColor: OK
glBlendEquation: OK
glBlendFuncSeparate: OK
glFogCoordPointer: OK
glFogCoordd: OK
glFogCoorddv: OK
glFogCoordf: OK
glFogCoordfv: OK
glMultiDrawArrays: OK
glMultiDrawElements: OK
glPointParameterf: OK
glPointParameterfv: OK
glPointParameteri: OK
glPointParameteriv: OK
glSecondaryColor3b: OK
glSecondaryColor3bv: OK
glSecondaryColor3d: OK
glSecondaryColor3dv: OK
glSecondaryColor3f: OK
glSecondaryColor3fv: OK
glSecondaryColor3i: OK
glSecondaryColor3iv: OK
glSecondaryColor3s: OK
glSecondaryColor3sv: OK
glSecondaryColor3ub: OK
glSecondaryColor3ubv: OK
glSecondaryColor3ui: OK
glSecondaryColor3uiv: OK
glSecondaryColor3us: OK
glSecondaryColor3usv: OK
glSecondaryColorPointer: OK
glWindowPos2d: OK
glWindowPos2dv: OK
glWindowPos2f: OK
glWindowPos2fv: OK
glWindowPos2i: OK
glWindowPos2iv: OK
glWindowPos2s: OK
glWindowPos2sv: OK
glWindowPos3d: OK
glWindowPos3dv: OK
glWindowPos3f: OK
glWindowPos3fv: OK
glWindowPos3i: OK
glWindowPos3iv: OK
glWindowPos3s: OK
glWindowPos3sv: OK
GL_VERSION_1_5: OK
---------------
glBeginQuery: OK
glBindBuffer: OK
glBufferData: OK
glBufferSubData: OK
glDeleteBuffers: OK
glDeleteQueries: OK
glEndQuery: OK
glGenBuffers: OK
glGenQueries: OK
glGetBufferParameteriv: OK
glGetBufferPointerv: OK
glGetBufferSubData: OK
glGetQueryObjectiv: OK
glGetQueryObjectuiv: OK
glGetQueryiv: OK
glIsBuffer: OK
glIsQuery: OK
glMapBuffer: OK
glUnmapBuffer: OK
GL_VERSION_2_0: OK
---------------
glAttachShader: OK
glBindAttribLocation: OK
glBlendEquationSeparate: OK
glCompileShader: OK
glCreateProgram: OK
glCreateShader: OK
glDeleteProgram: OK
glDeleteShader: OK
glDetachShader: OK
glDisableVertexAttribArray: OK
glDrawBuffers: OK
glEnableVertexAttribArray: OK
glGetActiveAttrib: OK
glGetActiveUniform: OK
glGetAttachedShaders: OK
glGetAttribLocation: OK
glGetProgramInfoLog: OK
glGetProgramiv: OK
glGetShaderInfoLog: OK
glGetShaderSource: OK
glGetShaderiv: OK
glGetUniformLocation: OK
glGetUniformfv: OK
glGetUniformiv: OK
glGetVertexAttribPointerv: OK
glGetVertexAttribdv: OK
glGetVertexAttribfv: OK
glGetVertexAttribiv: OK
glIsProgram: OK
glIsShader: OK
glLinkProgram: OK
glShaderSource: OK
glStencilFuncSeparate: OK
glStencilMaskSeparate: OK
glStencilOpSeparate: OK
glUniform1f: OK
glUniform1fv: OK
glUniform1i: OK
glUniform1iv: OK
glUniform2f: OK
glUniform2fv: OK
glUniform2i: OK
glUniform2iv: OK
glUniform3f: OK
glUniform3fv: OK
glUniform3i: OK
glUniform3iv: OK
glUniform4f: OK
glUniform4fv: OK
glUniform4i: OK
glUniform4iv: OK
glUniformMatrix2fv: OK
glUniformMatrix3fv: OK
glUniformMatrix4fv: OK
glUseProgram: OK
glValidateProgram: OK
glVertexAttrib1d: OK
glVertexAttrib1dv: OK
glVertexAttrib1f: OK
glVertexAttrib1fv: OK
glVertexAttrib1s: OK
glVertexAttrib1sv: OK
glVertexAttrib2d: OK
glVertexAttrib2dv: OK
glVertexAttrib2f: OK
glVertexAttrib2fv: OK
glVertexAttrib2s: OK
glVertexAttrib2sv: OK
glVertexAttrib3d: OK
glVertexAttrib3dv: OK
glVertexAttrib3f: OK
glVertexAttrib3fv: OK
glVertexAttrib3s: OK
glVertexAttrib3sv: OK
glVertexAttrib4Nbv: OK
glVertexAttrib4Niv: OK
glVertexAttrib4Nsv: OK
glVertexAttrib4Nub: OK
glVertexAttrib4Nubv: OK
glVertexAttrib4Nuiv: OK
glVertexAttrib4Nusv: OK
glVertexAttrib4bv: OK
glVertexAttrib4d: OK
glVertexAttrib4dv: OK
glVertexAttrib4f: OK
glVertexAttrib4fv: OK
glVertexAttrib4iv: OK
glVertexAttrib4s: OK
glVertexAttrib4sv: OK
glVertexAttrib4ubv: OK
glVertexAttrib4uiv: OK
glVertexAttrib4usv: OK
glVertexAttribPointer: OK
GL_VERSION_2_1: OK
---------------
glUniformMatrix2x3fv: OK
glUniformMatrix2x4fv: OK
glUniformMatrix3x2fv: OK
glUniformMatrix3x4fv: OK
glUniformMatrix4x2fv: OK
glUniformMatrix4x3fv: OK
GL_VERSION_3_0: OK
---------------
glBeginConditionalRender: OK
glBeginTransformFeedback: OK
glBindFragDataLocation: OK
glClampColor: OK
glClearBufferfi: OK
glClearBufferfv: OK
glClearBufferiv: OK
glClearBufferuiv: OK
glColorMaski: OK
glDisablei: OK
glEnablei: OK
glEndConditionalRender: OK
glEndTransformFeedback: OK
glGetBooleani_v: OK
glGetFragDataLocation: OK
glGetStringi: OK
glGetTexParameterIiv: OK
glGetTexParameterIuiv: OK
glGetTransformFeedbackVarying: OK
glGetUniformuiv: OK
glGetVertexAttribIiv: OK
glGetVertexAttribIuiv: OK
glIsEnabledi: OK
glTexParameterIiv: OK
glTexParameterIuiv: OK
glTransformFeedbackVaryings: OK
glUniform1ui: OK
glUniform1uiv: OK
glUniform2ui: OK
glUniform2uiv: OK
glUniform3ui: OK
glUniform3uiv: OK
glUniform4ui: OK
glUniform4uiv: OK
glVertexAttribI1i: OK
glVertexAttribI1iv: OK
glVertexAttribI1ui: OK
glVertexAttribI1uiv: OK
glVertexAttribI2i: OK
glVertexAttribI2iv: OK
glVertexAttribI2ui: OK
glVertexAttribI2uiv: OK
glVertexAttribI3i: OK
glVertexAttribI3iv: OK
glVertexAttribI3ui: OK
glVertexAttribI3uiv: OK
glVertexAttribI4bv: OK
glVertexAttribI4i: OK
glVertexAttribI4iv: OK
glVertexAttribI4sv: OK
glVertexAttribI4ubv: OK
glVertexAttribI4ui: OK
glVertexAttribI4uiv: OK
glVertexAttribI4usv: OK
glVertexAttribIPointer: OK
GL_VERSION_3_1: OK
---------------
glDrawArraysInstanced: OK
glDrawElementsInstanced: OK
glPrimitiveRestartIndex: OK
glTexBuffer: OK
GL_VERSION_3_2: OK
---------------
glFramebufferTexture: OK
glGetBufferParameteri64v: OK
glGetInteger64i_v: OK
GL_VERSION_3_3: OK
---------------
glVertexAttribDivisor: OK
GL_VERSION_4_0: OK
---------------
glBlendEquationSeparatei: OK
glBlendEquationi: OK
glBlendFuncSeparatei: OK
glBlendFunci: OK
glMinSampleShading: OK
GL_VERSION_4_1: MISSING
---------------
From the report it seems that you are using opengl 2.1, am I wrong? why addons you need for OpenGL 3.2.
try a main of this type: remove ofAppGlutWindow.h.
int main () { ofSetCurrentRenderer (ofGLProgrammableRenderer :: TYPE); ofSetupOpenGL (700.400, OF_WINDOW); ofRunApp (new ofApp ()); }
I got this to load this shaders in both 8.4 and 9.0, using either the programmable renderer as advised by @kashimAstro and by using the new ofGLWindowSettings settings; settings.setGLVersion(3,3);
functionality in 0.9.0. However, when it runs, all I can see is the model and two hairs pulsing on either side of it.
Any advice would be much appreciated.
HI @jmarsico.
If you want to try to run the old addons try this:
int main(){ ofSetCurrentRenderer(ofGLProgrammableRenderer::TYPE); ofGLProgrammableRenderer renderer; ofSetupOpenGL( 1280, 720, OF_WINDOW); ofRunApp(new ofApp()); }
in main.cpp
I am making a porting this addons for RC2 0.9OF. by tomorrow I will commit on branch of_0.9RC2.
be patient until tomorrow, these are the implementations of new features addons:
Thanks, @kashimAstro. I gave the 0.9.0 branch and I'm seeing similar output. The wireframe loads, but no hair. The reason is that i can't load the shaders, because of version:
[notice ] SIZE-SHADER::3
[ error ] ofShader: setupShaderFromSource(): GL_GEOMETRY_SHADER_EXT shader failed to compile
[ error ] ofShader: GL_GEOMETRY_SHADER_EXT shader reports:
ERROR: 0:2: '' : syntax error: #version
[ error ] ofShader: GL_GEOMETRY_SHADER_EXT, offending line 2 :
1
2 #version 330 compatibility
3
4 #define VERT 3
[ error ] ofShader: setupShaderFromSource(): GL_VERTEX_SHADER shader failed to compile [ error ] ofShader: GL_VERTEX_SHADER shader reports: ERROR: 0:2: '' : syntax error: #version
[ error ] ofShader: GL_VERTEX_SHADER, offending line 2 :
1
2 #version 330 compatibility
3 out VertexAttrib { vec3 normal; vec4 color; } vertex; void main() { gl_Position = gl_Vertex; vertex.normal = gl_Normal.xyz; vertex.color = vec4(1.0, 1.0, 0.0, 1.0); }
4
[ error ] ofShader: setupShaderFromSource(): GL_FRAGMENT_SHADER shader failed to compile [ error ] ofShader: GL_FRAGMENT_SHADER shader reports: ERROR: 0:2: '' : syntax error: #version
[ error ] ofShader: GL_FRAGMENT_SHADER, offending line 2 :
1
2 #version 330 compatibility
3 in vec4 vertex_color; in vec4 dist; const vec4 WIRE_COL = vec4(1.0,0.0,0.0,1); void main(void) { gl_FragColor = vertex_color; }
4
[ error ] ofShader: checkProgramLinkStatus(): program failed to link [ error ] ofShader: ofShader: program reports: ERROR: One or more attached shaders not successfully compiled
Does this newest version require an even new version of openGL? i see in main.cpp
that you are calling for 3.2. Should I try another?
BTW... the new images are gorgeous.
Hello @jmarsico,
I have questions.
1) video card that mounts on your pc? 2) if you run the examples/gl/glInfoExample/ opengl version which is shown? 3) in case you have a portable hybrid with two video cards intel/nvidia: (in this case run glInfoExample on both video cards for testing OpenGL version)
good day. Dario
Hey @jmarsico,
After you have verified the support of your video card, I recommend downloading again of_0.9RC2 I made some important patches to work with assimpModelLoader, now there is also an example with it for proper operation.
Hi @kashimAstro I'm sorry for the late reply thanks for your help. My openGL version is only 2.1 BUT according to this LINK my geforce 650m should be able to handle up to openGL 4.1 and GLSL 3.3. It's weird, because i don't get any errors that the shader files don't load (which is the case if i don't declare the programmable renderer). I tried with the newer version of the 0.9RC2 branch, same result. I wonder if anyone with a mac has had success.
jmarsico, yep, the same. did you solve the problem?
ofSetGLProgrammableRenderer doesnt work at all No matching function for call to 'ofSetCurrentRenderer'
Hello @mtslp, you can execute the example /gl/glInfoExample/ and post the output here.
thanks
Hello @kashimAstro ,
I am got same problem, here is my /gl/glInfoExample/ output :
-------------------------------------------------
opengl info
-------------------------------------------------
version=2.1 NVIDIA-10.12.68 355.10.05.05b16
vendor=NVIDIA Corporation
renderer=NVIDIA GeForce GT 750M OpenGL Engine
-------------------------------------------------
opengl limits
-------------------------------------------------
OpenGL limits:
GL_MAX_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIP_PLANES = 6
GL_MAX_COLOR_MATRIX_STACK_DEPTH = 10
GL_MAX_ELEMENTS_VERTICES = 1048575
GL_MAX_ELEMENTS_INDICES = 150000
GL_MAX_EVAL_ORDER = 10
GL_MAX_LIGHTS = 8
GL_MAX_LIST_NESTING = 64
GL_MAX_MODELVIEW_STACK_DEPTH = 32
GL_MAX_NAME_STACK_DEPTH = 128
GL_MAX_PIXEL_MAP_TABLE = 256
GL_MAX_PROJECTION_STACK_DEPTH = 10
GL_MAX_TEXTURE_STACK_DEPTH = 10
GL_MAX_TEXTURE_SIZE = 16384
GL_MAX_3D_TEXTURE_SIZE = 2048
GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 16384
GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 3
GL_MAX_TEXTURE_UNITS_ARB = 8
GL_MAX_TEXTURE_LOD_BIAS_EXT = 15
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16
GL_MAX_VIEWPORT_DIMS = 16384, 16384
GL_ALIASED_LINE_WIDTH_RANGE = 1, 10
GL_SMOOTH_LINE_WIDTH_RANGE = 1, 10
GL_ALIASED_POINT_SIZE_RANGE = 1, 2047
GL_SMOOTH_POINT_SIZE_RANGE = 1, 190
-------------------------------------------------
shader limits
-------------------------------------------------
Shader limits:
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 4096
GL_MAX_VARYING_FLOATS = 124
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_TEXTURE_IMAGE_UNITS = 16
-------------------------------------------------
available extensions
-------------------------------------------------
GL_ARB_color_buffer_float, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp,
GL_ARB_depth_texture, GL_ARB_draw_buffers,
GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
GL_ARB_fragment_shader, GL_ARB_framebuffer_object,
GL_ARB_framebuffer_sRGB, GL_ARB_half_float_pixel,
GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays,
GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,
GL_ARB_provoking_vertex, GL_ARB_seamless_cube_map, GL_ARB_shader_objects,
GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, GL_ARB_shadow,
GL_ARB_sync, GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
GL_ARB_texture_float, GL_ARB_texture_mirrored_repeat,
GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle,
GL_ARB_texture_rg, GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra,
GL_ARB_vertex_blend, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program,
GL_ARB_vertex_shader, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra,
GL_EXT_bindable_uniform, GL_EXT_blend_color,
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint,
GL_EXT_debug_label, GL_EXT_debug_marker, GL_EXT_depth_bounds_test,
GL_EXT_draw_buffers2, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,
GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,
GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil,
GL_EXT_packed_float, GL_EXT_provoking_vertex, GL_EXT_rescale_normal,
GL_EXT_secondary_color, GL_EXT_separate_specular_color,
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,
GL_EXT_texture_array, GL_EXT_texture_compression_dxt1,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_env_add,
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
GL_EXT_texture_rectangle, GL_EXT_texture_shared_exponent,
GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_timer_query,
GL_EXT_transform_feedback, GL_EXT_vertex_array_bgra,
GL_APPLE_aux_depth_stencil, GL_APPLE_client_storage,
GL_APPLE_element_array, GL_APPLE_fence, GL_APPLE_float_pixels,
GL_APPLE_flush_buffer_range, GL_APPLE_flush_render,
GL_APPLE_object_purgeable, GL_APPLE_packed_pixels, GL_APPLE_pixel_buffer,
GL_APPLE_rgb_422, GL_APPLE_row_bytes, GL_APPLE_specular_vector,
GL_APPLE_texture_range, GL_APPLE_transform_hint,
GL_APPLE_vertex_array_object, GL_APPLE_vertex_array_range,
GL_APPLE_vertex_point_size, GL_APPLE_vertex_program_evaluators,
GL_APPLE_ycbcr_422, GL_ATI_separate_stencil, GL_ATI_texture_env_combine3,
GL_ATI_texture_float, GL_ATI_texture_mirror_once, GL_IBM_rasterpos_clip,
GL_NV_blend_square, GL_NV_conditional_render, GL_NV_depth_clamp,
GL_NV_fog_distance, GL_NV_fragment_program_option,
GL_NV_fragment_program2, GL_NV_light_max_exponent,
GL_NV_multisample_filter_hint, GL_NV_point_sprite,
GL_NV_texgen_reflection, GL_NV_texture_barrier,
GL_NV_vertex_program2_option, GL_NV_vertex_program3,
GL_SGIS_generate_mipmap, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod
-------------------------------------------------
opengl calls available
-------------------------------------------------
GL_VERSION_1_1: OK
---------------
GL_VERSION_1_2: OK
---------------
glCopyTexSubImage3D: OK
glDrawRangeElements: OK
glTexImage3D: OK
glTexSubImage3D: OK
GL_VERSION_1_2_1: OK
-----------------
GL_VERSION_1_3: OK
---------------
glActiveTexture: OK
glClientActiveTexture: OK
glCompressedTexImage1D: OK
glCompressedTexImage2D: OK
glCompressedTexImage3D: OK
glCompressedTexSubImage1D: OK
glCompressedTexSubImage2D: OK
glCompressedTexSubImage3D: OK
glGetCompressedTexImage: OK
glLoadTransposeMatrixd: OK
glLoadTransposeMatrixf: OK
glMultTransposeMatrixd: OK
glMultTransposeMatrixf: OK
glMultiTexCoord1d: OK
glMultiTexCoord1dv: OK
glMultiTexCoord1f: OK
glMultiTexCoord1fv: OK
glMultiTexCoord1i: OK
glMultiTexCoord1iv: OK
glMultiTexCoord1s: OK
glMultiTexCoord1sv: OK
glMultiTexCoord2d: OK
glMultiTexCoord2dv: OK
glMultiTexCoord2f: OK
glMultiTexCoord2fv: OK
glMultiTexCoord2i: OK
glMultiTexCoord2iv: OK
glMultiTexCoord2s: OK
glMultiTexCoord2sv: OK
glMultiTexCoord3d: OK
glMultiTexCoord3dv: OK
glMultiTexCoord3f: OK
glMultiTexCoord3fv: OK
glMultiTexCoord3i: OK
glMultiTexCoord3iv: OK
glMultiTexCoord3s: OK
glMultiTexCoord3sv: OK
glMultiTexCoord4d: OK
glMultiTexCoord4dv: OK
glMultiTexCoord4f: OK
glMultiTexCoord4fv: OK
glMultiTexCoord4i: OK
glMultiTexCoord4iv: OK
glMultiTexCoord4s: OK
glMultiTexCoord4sv: OK
glSampleCoverage: OK
GL_VERSION_1_4: OK
---------------
glBlendColor: OK
glBlendEquation: OK
glBlendFuncSeparate: OK
glFogCoordPointer: OK
glFogCoordd: OK
glFogCoorddv: OK
glFogCoordf: OK
glFogCoordfv: OK
glMultiDrawArrays: OK
glMultiDrawElements: OK
glPointParameterf: OK
glPointParameterfv: OK
glPointParameteri: OK
glPointParameteriv: OK
glSecondaryColor3b: OK
glSecondaryColor3bv: OK
glSecondaryColor3d: OK
glSecondaryColor3dv: OK
glSecondaryColor3f: OK
glSecondaryColor3fv: OK
glSecondaryColor3i: OK
glSecondaryColor3iv: OK
glSecondaryColor3s: OK
glSecondaryColor3sv: OK
glSecondaryColor3ub: OK
glSecondaryColor3ubv: OK
glSecondaryColor3ui: OK
glSecondaryColor3uiv: OK
glSecondaryColor3us: OK
glSecondaryColor3usv: OK
glSecondaryColorPointer: OK
glWindowPos2d: OK
glWindowPos2dv: OK
glWindowPos2f: OK
glWindowPos2fv: OK
glWindowPos2i: OK
glWindowPos2iv: OK
glWindowPos2s: OK
glWindowPos2sv: OK
glWindowPos3d: OK
glWindowPos3dv: OK
glWindowPos3f: OK
glWindowPos3fv: OK
glWindowPos3i: OK
glWindowPos3iv: OK
glWindowPos3s: OK
glWindowPos3sv: OK
GL_VERSION_1_5: OK
---------------
glBeginQuery: OK
glBindBuffer: OK
glBufferData: OK
glBufferSubData: OK
glDeleteBuffers: OK
glDeleteQueries: OK
glEndQuery: OK
glGenBuffers: OK
glGenQueries: OK
glGetBufferParameteriv: OK
glGetBufferPointerv: OK
glGetBufferSubData: OK
glGetQueryObjectiv: OK
glGetQueryObjectuiv: OK
glGetQueryiv: OK
glIsBuffer: OK
glIsQuery: OK
glMapBuffer: OK
glUnmapBuffer: OK
GL_VERSION_2_0: OK
---------------
glAttachShader: OK
glBindAttribLocation: OK
glBlendEquationSeparate: OK
glCompileShader: OK
glCreateProgram: OK
glCreateShader: OK
glDeleteProgram: OK
glDeleteShader: OK
glDetachShader: OK
glDisableVertexAttribArray: OK
glDrawBuffers: OK
glEnableVertexAttribArray: OK
glGetActiveAttrib: OK
glGetActiveUniform: OK
glGetAttachedShaders: OK
glGetAttribLocation: OK
glGetProgramInfoLog: OK
glGetProgramiv: OK
glGetShaderInfoLog: OK
glGetShaderSource: OK
glGetShaderiv: OK
glGetUniformLocation: OK
glGetUniformfv: OK
glGetUniformiv: OK
glGetVertexAttribPointerv: OK
glGetVertexAttribdv: OK
glGetVertexAttribfv: OK
glGetVertexAttribiv: OK
glIsProgram: OK
glIsShader: OK
glLinkProgram: OK
glShaderSource: OK
glStencilFuncSeparate: OK
glStencilMaskSeparate: OK
glStencilOpSeparate: OK
glUniform1f: OK
glUniform1fv: OK
glUniform1i: OK
glUniform1iv: OK
glUniform2f: OK
glUniform2fv: OK
glUniform2i: OK
glUniform2iv: OK
glUniform3f: OK
glUniform3fv: OK
glUniform3i: OK
glUniform3iv: OK
glUniform4f: OK
glUniform4fv: OK
glUniform4i: OK
glUniform4iv: OK
glUniformMatrix2fv: OK
glUniformMatrix3fv: OK
glUniformMatrix4fv: OK
glUseProgram: OK
glValidateProgram: OK
glVertexAttrib1d: OK
glVertexAttrib1dv: OK
glVertexAttrib1f: OK
glVertexAttrib1fv: OK
glVertexAttrib1s: OK
glVertexAttrib1sv: OK
glVertexAttrib2d: OK
glVertexAttrib2dv: OK
glVertexAttrib2f: OK
glVertexAttrib2fv: OK
glVertexAttrib2s: OK
glVertexAttrib2sv: OK
glVertexAttrib3d: OK
glVertexAttrib3dv: OK
glVertexAttrib3f: OK
glVertexAttrib3fv: OK
glVertexAttrib3s: OK
glVertexAttrib3sv: OK
glVertexAttrib4Nbv: OK
glVertexAttrib4Niv: OK
glVertexAttrib4Nsv: OK
glVertexAttrib4Nub: OK
glVertexAttrib4Nubv: OK
glVertexAttrib4Nuiv: OK
glVertexAttrib4Nusv: OK
glVertexAttrib4bv: OK
glVertexAttrib4d: OK
glVertexAttrib4dv: OK
glVertexAttrib4f: OK
glVertexAttrib4fv: OK
glVertexAttrib4iv: OK
glVertexAttrib4s: OK
glVertexAttrib4sv: OK
glVertexAttrib4ubv: OK
glVertexAttrib4uiv: OK
glVertexAttrib4usv: OK
glVertexAttribPointer: OK
GL_VERSION_2_1: OK
---------------
glUniformMatrix2x3fv: OK
glUniformMatrix2x4fv: OK
glUniformMatrix3x2fv: OK
glUniformMatrix3x4fv: OK
glUniformMatrix4x2fv: OK
glUniformMatrix4x3fv: OK
GL_VERSION_3_0: OK
---------------
glBeginConditionalRender: OK
glBeginTransformFeedback: OK
glBindFragDataLocation: OK
glClampColor: OK
glClearBufferfi: OK
glClearBufferfv: OK
glClearBufferiv: OK
glClearBufferuiv: OK
glColorMaski: OK
glDisablei: OK
glEnablei: OK
glEndConditionalRender: OK
glEndTransformFeedback: OK
glGetBooleani_v: OK
glGetFragDataLocation: OK
glGetStringi: OK
glGetTexParameterIiv: OK
glGetTexParameterIuiv: OK
glGetTransformFeedbackVarying: OK
glGetUniformuiv: OK
glGetVertexAttribIiv: OK
glGetVertexAttribIuiv: OK
glIsEnabledi: OK
glTexParameterIiv: OK
glTexParameterIuiv: OK
glTransformFeedbackVaryings: OK
glUniform1ui: OK
glUniform1uiv: OK
glUniform2ui: OK
glUniform2uiv: OK
glUniform3ui: OK
glUniform3uiv: OK
glUniform4ui: OK
glUniform4uiv: OK
glVertexAttribI1i: OK
glVertexAttribI1iv: OK
glVertexAttribI1ui: OK
glVertexAttribI1uiv: OK
glVertexAttribI2i: OK
glVertexAttribI2iv: OK
glVertexAttribI2ui: OK
glVertexAttribI2uiv: OK
glVertexAttribI3i: OK
glVertexAttribI3iv: OK
glVertexAttribI3ui: OK
glVertexAttribI3uiv: OK
glVertexAttribI4bv: OK
glVertexAttribI4i: OK
glVertexAttribI4iv: OK
glVertexAttribI4sv: OK
glVertexAttribI4ubv: OK
glVertexAttribI4ui: OK
glVertexAttribI4uiv: OK
glVertexAttribI4usv: OK
glVertexAttribIPointer: OK
GL_VERSION_3_1: OK
---------------
glDrawArraysInstanced: OK
glDrawElementsInstanced: OK
glPrimitiveRestartIndex: OK
glTexBuffer: OK
GL_VERSION_3_2: OK
---------------
glFramebufferTexture: OK
glGetBufferParameteri64v: OK
glGetInteger64i_v: OK
GL_VERSION_3_3: OK
---------------
glVertexAttribDivisor: OK
GL_VERSION_4_0: OK
---------------
glBlendEquationSeparatei: OK
glBlendEquationi: OK
glBlendFuncSeparatei: OK
glBlendFunci: OK
glMinSampleShading: OK
GL_VERSION_4_1: MISSING
---------------
GL_VERSION_4_2: MISSING
---------------
This addon looks awesome but I'm having trouble building the simple example because I'm not able to enable the programmable renderer and use GLSL version 150. Is there a trick to getting the Programmable renderer to work in the examples? I've tried using both OF 0.8.4 and the OF Master branch on Mac OSX 10.10.