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Marqin
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I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause?

There are no shader compilation errors, and here is my shader code:

https://github.com/Marqin/YuriaViewer/blob/master/vertex.glsl

Keep in mind that this software worked on El Capitan with OpenGL 4.1 before shader rewrite. Here are my glfw hints:

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

My program also is checking for GL_ARB_gpu_shader_fp64 and it's available on my Macbook ( Macbook Air 2013 mid ).

EDIT1:

I've "debugged" it a little and it looks that i is always lesser than vis on OS X, that's why it's black.

EDIT2:

I made a simple test - I've typed all uniform values in shader by hand and now it wasn't black, but I've got some gibberish on screen. Then I've changed every dvec3 and dvec2 to float versions and it showed nice fractal. So it looks like double is not working on OS X. But how can it be? It's saying that GL_ARB_gpu_shader_fp64 is available and it even doesn't complain when I request it in vertex shader.

EDIT3:

It works on iMac with R9 M395. So it's problem with Intel hardware ( or problem with OS X Intel driver ).

I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause?

There are no shader compilation errors, and here is my shader code:

https://github.com/Marqin/YuriaViewer/blob/master/vertex.glsl

Keep in mind that this software worked on El Capitan with OpenGL 4.1 before shader rewrite. Here are my glfw hints:

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

My program also is checking for GL_ARB_gpu_shader_fp64 and it's available on my Macbook ( Macbook Air 2013 mid ).

EDIT1:

I've "debugged" it a little and it looks that i is always lesser than vis on OS X, that's why it's black.

EDIT2:

I made a simple test - I've typed all uniform values in shader by hand and now it wasn't black, but I've got some gibberish on screen. Then I've changed every dvec3 and dvec2 to float versions and it showed nice fractal. So it looks like double is not working on OS X. But how can it be? It's saying that GL_ARB_gpu_shader_fp64 is available and it even doesn't complain when I request it in vertex shader.

I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause?

There are no shader compilation errors, and here is my shader code:

https://github.com/Marqin/YuriaViewer/blob/master/vertex.glsl

Keep in mind that this software worked on El Capitan with OpenGL 4.1 before shader rewrite. Here are my glfw hints:

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

My program also is checking for GL_ARB_gpu_shader_fp64 and it's available on my Macbook ( Macbook Air 2013 mid ).

EDIT1:

I've "debugged" it a little and it looks that i is always lesser than vis on OS X, that's why it's black.

EDIT2:

I made a simple test - I've typed all uniform values in shader by hand and now it wasn't black, but I've got some gibberish on screen. Then I've changed every dvec3 and dvec2 to float versions and it showed nice fractal. So it looks like double is not working on OS X. But how can it be? It's saying that GL_ARB_gpu_shader_fp64 is available and it even doesn't complain when I request it in vertex shader.

EDIT3:

It works on iMac with R9 M395. So it's problem with Intel hardware ( or problem with OS X Intel driver ).

added 428 characters in body
Source Link
Marqin
  • 260
  • 1
  • 7

I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause?

There are no shader compilation errors, and here is my shader code:

https://github.com/Marqin/YuriaViewer/blob/master/vertex.glsl

Keep in mind that this software worked on El Capitan with OpenGL 4.1 before shader rewrite. Here are my glfw hints:

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

My program also is checking for GL_ARB_gpu_shader_fp64 and it's available on my Macbook ( Macbook Air 2013 mid ).

EDITEDIT1:

I've "debugged" it a little and it looks that i is always lesser than vis on OS X, that's why it's black.

EDIT2:

I made a simple test - I've typed all uniform values in shader by hand and now it wasn't black, but I've got some gibberish on screen. Then I've changed every dvec3 and dvec2 to float versions and it showed nice fractal. So it looks like double is not working on OS X. But how can it be? It's saying that GL_ARB_gpu_shader_fp64 is available and it even doesn't complain when I request it in vertex shader.

I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause?

There are no shader compilation errors, and here is my shader code:

https://github.com/Marqin/YuriaViewer/blob/master/vertex.glsl

Keep in mind that this software worked on El Capitan with OpenGL 4.1 before shader rewrite. Here are my glfw hints:

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

My program also is checking for GL_ARB_gpu_shader_fp64 and it's available on my Macbook ( Macbook Air 2013 mid ).

EDIT:

I've "debugged" it a little and it looks that i is always lesser than vis on OS X, that's why it's black.

I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause?

There are no shader compilation errors, and here is my shader code:

https://github.com/Marqin/YuriaViewer/blob/master/vertex.glsl

Keep in mind that this software worked on El Capitan with OpenGL 4.1 before shader rewrite. Here are my glfw hints:

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

My program also is checking for GL_ARB_gpu_shader_fp64 and it's available on my Macbook ( Macbook Air 2013 mid ).

EDIT1:

I've "debugged" it a little and it looks that i is always lesser than vis on OS X, that's why it's black.

EDIT2:

I made a simple test - I've typed all uniform values in shader by hand and now it wasn't black, but I've got some gibberish on screen. Then I've changed every dvec3 and dvec2 to float versions and it showed nice fractal. So it looks like double is not working on OS X. But how can it be? It's saying that GL_ARB_gpu_shader_fp64 is available and it even doesn't complain when I request it in vertex shader.

added 99 characters in body
Source Link
Marqin
  • 260
  • 1
  • 7

I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause?

There are no shader compilation errors, and here is my shader code:

https://github.com/Marqin/YuriaViewer/blob/master/vertex.glsl

Keep in mind that this software worked on El Capitan with OpenGL 4.1 before shader rewrite. Here are my glfw hints:

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

My program also is checking for GL_ARB_gpu_shader_fp64 and it's available on my Macbook ( Macbook Air 2013 mid ).

EDIT:

I've "debugged" it a little and it looks that i is always lesser than vis on OS X, that's why it's black.

I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause?

There are no shader compilation errors, and here is my shader code:

https://github.com/Marqin/YuriaViewer/blob/master/vertex.glsl

Keep in mind that this software worked on El Capitan with OpenGL 4.1 before shader rewrite. Here are my glfw hints:

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

My program also is checking for GL_ARB_gpu_shader_fp64 and it's available on my Macbook ( Macbook Air 2013 mid ).

I've recently rebuild shaders for my program and it stopped "working" ( black screen ) on OS X ( El Capitan ), but it's ok on Linux. What could be the cause?

There are no shader compilation errors, and here is my shader code:

https://github.com/Marqin/YuriaViewer/blob/master/vertex.glsl

Keep in mind that this software worked on El Capitan with OpenGL 4.1 before shader rewrite. Here are my glfw hints:

glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);

My program also is checking for GL_ARB_gpu_shader_fp64 and it's available on my Macbook ( Macbook Air 2013 mid ).

EDIT:

I've "debugged" it a little and it looks that i is always lesser than vis on OS X, that's why it's black.

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Marqin
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