Open k3nnywilliam opened 8 years ago
Ciao @k3nnywilliam,
Unfortunately, as I imagined your video card does not have the support: GL_ARB_geometry_shader4 necessary for the proper functioning of the shader!
This addons works on all PCs osx who own a video card nvidia, I have not got to try ATI for the moment, I point out also that according openFrameworks his support OpenGL stops to version 2.1 ...
However, my work on this to try to make backward compatibility. I keep updated about!!
here is a screen of my glInfoExample:
Hey kashimAstro,
Here's the OpenGL report that you've requested (from my comment on youtube). Any luck with OSX so far?
opengl info
version=2.1 ATI-1.38.3 vendor=ATI Technologies Inc.
renderer=AMD Radeon HD 6750M 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 = 16384 GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 16384 GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = 16384 GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 4 GL_MAX_TEXTURE_UNITS_ARB = 8 GL_MAX_TEXTURE_LOD_BIAS_EXT = 16 GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16 GL_MAX_VIEWPORT_DIMS = 16384, 16384 GL_ALIASED_LINE_WIDTH_RANGE = 1, 64 GL_SMOOTH_LINE_WIDTH_RANGE = 1, 64 GL_ALIASED_POINT_SIZE_RANGE = 1, 8191
GL_SMOOTH_POINT_SIZE_RANGE = 1, 64
shader limits
Shader limits: GL_MAX_VERTEX_ATTRIBS = 16 GL_MAX_VERTEX_UNIFORM_COMPONENTS = 3072 GL_MAX_VARYING_FLOATS = 128 GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_TEXTURE_IMAGE_UNITS = 16
available extensions
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