Posts: 381 from 2003/4/11
Cowcat wrote:I complained about that before: TexGen functions fail totally even for some old opengl examples. I had to do a workaround in Doom3 for that among others.
Not to me ;) But yes, TexGen is currently pretty much completely broken. Fixing it would require a larger overhaul of some parts of TinyGL.Quote:
VBO "kinda works" but not with failures: Just right the level starts and having TGLDEBUG enabled you can catch a suspicious error about "disabling vbo support" of something like that.
Do you mean Disabling VBO rendering due to incompatible parameters
? If so, that happens if the array format is not GL_FLOAT, or if a misaligned offset/stride has been given. It's only disabled for that specific array, and only for as long as it has incompatible data assigned to it.Quote:
And reallocating new buffers locks up for seconds the game. Glitches and so on in game I don't know if they are related to vbo's or not.
Have you confirmed that the second long lock-ups are due to VBOs? Or is it just a hunch?Quote:
Cowcat wrote:I compiled some examples using vbos and found some curious behaviour that differs from "standard way":
I had to use a bit of Google-Fu, but I'm guessing you're referring to this example code on GitHub
. I tried it out, and indeed, when switching to VBO mode on MorphOS, the pyramid disappears. I then tried the exact same example on Linux, and when switching to VBO mode, the pyramid also disappears there. So I think MorphOS is actually doing it right in this case ;)
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