2019-04-06 11:53:58.550 voxel[5802:153931] INFO: GL SwapInterval (vsync) : 1
2019-04-06 11:53:58.550 voxel[5802:153931] INFO: Window: 1024, 512
2019-04-06 11:53:58.550 voxel[5802:153931] INFO: Renderer: 1024, 512
2019-04-06 11:53:58.550 voxel[5802:153931] INFO: Logical: 0, 0
2019-04-06 11:53:58.550 voxel[5802:153931] INFO: Using GL Renderer: (null)
2019-04-06 11:53:58.551 voxel[5802:153931] INFO: Using OpenGL version: (null)
2019-04-06 11:53:58.551 voxel[5802:153931] INFO: Using Vendor: (null)
2019-04-06 11:53:58.551 voxel[5802:153931] INFO: Using GLSL version: (null)
2019-04-06 11:53:58.551 voxel[5802:153931] INFO: ------------> -345639520, 32766
2019-04-06 11:53:58.551 voxel[5802:153931] INFO: MAX TEXTURE SIZE: -345639520
2019-04-06 11:53:58.551 voxel[5802:153931] INFO: GL texture allocated with ID: 0
2019-04-06 11:53:58.554 voxel[5802:153931] INFO: Cleaned up SDL_Surface...
2019-04-06 11:53:58.554 voxel[5802:153931] INFO: GL texture allocated with ID: 372523514
2019-04-06 11:53:58.555 voxel[5802:153931] INFO: Cleaned up SDL_Surface...
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) < 0) {
nda::Err();
}
else {
#if defined(_WIN32) || defined(__MACOSX__)
SDL_SetHint(SDL_HINT_OPENGL_ES_DRIVER, "1"); // Force SDL to use ANGLE for it's OpenGLES2 implementation
#endif
SDL_GL_SetAttribute(SDL_GL_CONTEXT_EGL, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_SetEventFilter(HandleAppEvents, NULL);
Uint32 windowFlags = SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS;
#if defined(__IPHONEOS__)
windowFlags |= SDL_WINDOW_FULLSCREEN | SDL_WINDOW_ALLOW_HIGHDPI;
#endif
#if defined(NDEBUG) && ( defined(_WIN32) || defined(__MACOSX__) )
windowFlags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
#endif
gWindow.reset(SDL_CreateWindow("Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 1024, 512, windowFlags));
if (!gWindow) {
nda::Err();
}
else {
gRenderer.reset(SDL_CreateRenderer(gWindow.get(), -1, SDL_RENDERER_PRESENTVSYNC));
if (gRenderer) {
context = SDL_GL_CreateContext(gWindow.get());
// context seems to be valid here on OSX?
$ otool -L ./voxel
./voxel:
@rpath/libGLESv2.dylib (compatibility version 0.0.0, current version 0.0.0)
@rpath/libEGL.dylib (compatibility version 0.0.0, current version 0.0.0)
/usr/local/opt/libomp/lib/libomp.dylib (compatibility version 5.0.0, current version 5.0.0)
@rpath/SDL2.framework/Versions/A/SDL2 (compatibility version 1.0.0, current version 10.0.0)
/System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa (compatibility version 1.0.0, current version 23.0.0)
@rpath/SDL2_image.framework/Versions/A/SDL2_image (compatibility version 3.0.0, current version 3.2.0)
/usr/lib/libc++.1.dylib (compatibility version 1.0.0, current version 400.9.4)
/usr/lib/libSystem.B.dylib (compatibility version 1.0.0, current version 1252.250.1)--
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https://groups.google.com/forum/m/#!msg/angleproject/bYx5S4DWDbI/93LlIZspBgAJ
Okay, I'm embarrassed to say that ANGLE support was working all along.
I looked at my project build script and my FindSDL2.cmake was pulling an ancient version of SDL (2.0.4) from a Framework I'd installed in ~/Library/Frameworks rather than the SDL (2.0.9) that I had built locally for /usr/local.
Pays to read ../configure output properly sometimes!
All working great now.
Cheers,
Nick
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-- Nick Anderson www.andersonart.co.uk