#jogamp @ irc.freenode.net - 20130122 05:05:54 (UTC)


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20130122 18:13:40 <gouessej> hi
20130122 18:14:09 <gouessej> I don't understand the way of using GLProfile to favor hardware rasterizer
20130122 18:14:19 <gouessej> under Windows
20130122 18:14:44 <gouessej> it doesn't really help to skip GDI renderer :s
20130122 20:11:51 <sgothel> back ..
20130122 20:11:58 <sgothel> @Julien: ??
20130122 20:12:27 <sgothel> Oh .. we shall favor hw accel per default
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20130122 20:15:10 <sgothel> however, it is possible to select sw via http://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/javax/media/opengl/GLProfile.html#get%28javax.media.nativewindow.AbstractGraphicsDevice,%20java.lang.String[],%20boolean%29 and http://jogamp.org/deployment/jogamp-next/javadoc/jogl/javadoc/javax/media/opengl/GLProfile.html#get%28java.lang.String[],%20boolean%29
20130122 20:15:32 <sgothel> _iff_ any of those detected profile mappings is actually a SW one.
20130122 20:16:35 <sgothel> However .. I only have seen SW being selected in case HW is available _if_ using a SW-ONLY pixelformat (GLCaps), like BITMAP (offscreen, !FBO && !PBuffer)
20130122 20:23:07 <sgothel> .. ok, trying to reproduce .. and answering forum post ..
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20130122 20:36:29 <gouessej> it is easy to reproduce with the example I posted on Wikipedia
20130122 20:37:24 <gouessej> or when setting depth bits to 32
20130122 20:37:35 <gouessej> which is a really bad idea
20130122 20:40:28 <sgothel> GL_VENDOR: NVIDIA Corporation
20130122 20:40:28 <sgothel> GL_RENDERER: GeForce GTX 460/PCIe/SSE2
20130122 20:40:28 <sgothel> GL_VERSION: 4.2.0
20130122 20:40:28 <sgothel> GL GLSL: true, has-compiler: true, version 4.20 NVIDIA via Cg compiler, 4.20.0
20130122 20:40:28 <sgothel> GL FBO: basic true, full true
20130122 20:40:28 <sgothel> GL Profile: GLProfile[GL4bc/GL4bc.hw]
20130122 20:40:28 <sgothel> GL Renderer Quirks:[NoDoubleBufferedBitmap]
20130122 20:40:29 <sgothel> GL:jogamp.opengl.gl4.GL4bcImpl@4d3c7378, 4.2 (Compatibility profile, arb, ES2 compatible, FBO, hardware) - 4.2.0
20130122 20:40:44 <sgothel> Added the info dump in init() method .. run on Windows 64bit
20130122 20:41:06 <sgothel> the demo code is nothing special .. so I assume there no HW GL at all ?
20130122 20:43:22 <sgothel> hmm .. pls run etc\test.bat .. and/or test_dbg.bat .. will post results via email/forum
20130122 20:43:43 <sgothel> i.e. using inflated gluegen_624-joal_389-jogl_896-jocl_735 7z
20130122 20:50:46 <sgothel> replied ..
20130122 20:53:55 <gouessej> it occurs only when I had capabilities.setDepthBits(32);
20130122 20:55:04 <sgothel> yes .. if you check the test log file's available caps .. you see there is no HW GL w/ depth > 24
20130122 20:55:11 <sgothel> GLCaps[wgl vid 0x63 arb: rgba 0x8/8/8/0, opaque, accum-rgba 16/16/16/0, dp/st/ms: 32/8/0, one, mono , sw, GLProfile[GL4bc/GL4bc.hw], on-scr[fbo, bitmap]]
20130122 20:56:10 <sgothel> capabilities.setDepthBits(32) <- not in demo code
20130122 20:56:19 <sgothel> and that's good
20130122 20:57:21 <gouessej> yes you're right
20130122 20:58:38 <gouessej> is it generally the best thing to do to avoid the GDI renderer? no 32 bits depth buffer?
20130122 21:00:34 <sgothel> well .. no 32bits depth w/ NVidia at least .. but I see they have other fancy formats like huge RGBA values :)
20130122 21:04:39 <gouessej> ok
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20130123 01:00:06 <sgothel> night shift .. hi there :)
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