I would like to use VBOs with my program under MacOS …
Unfortunalty it result in a segfault or something, the program just stop: #0 0x06abbc50 in ?? () #1 0x208cad44 in gleDrawArraysOrElements_Core () #2 0x20924088 in gleDrawArraysOrElements_VBO_Exec ()
I haven’t setup anything neither used GLEW, can’t I VBOs by default ? Which version of OpenGL is supported by MacOSX ?
I finally figure out that I had a lot of issues…
I tryed to render just clear the color buffer and it doesn’t work at all…
The point is I am actually do the OpenGL rendering in a separate thread, dedicated to it. But the windows remain created in the main thread. If I create a context on the main thread, I am able to render into it but it is obviously what I don’t want to do.
When I try to render from the draw thread, the windows remains in white… I create the context from this thread and it thread perfecting ok.
I am wondering if the issue come from the swap buffer operation and the way I initialize the surface and the context before a use ?
In which thread am I suppose to call aglSwapBuffers, aglSetDrawable, aglSetCurrentContext ? My main or my draw thread ?
I forgot to say that I use AGL_BUFFER_RECT, I’am not sure as well where I should enable it, if it work on the current OpenGL context or the current Drawable or anything else…
I am already aware about these rules and I have applyed them on Windows and applied them the same way on MacOS… Unfortunatly, behind contexts, I mean on the AGL or Carbon side it should have some differencies.
Do you know anything about AGL_BUFFER_RECT or AGLDrawable that may my windows being white?