Reply To: OpenGL 3.2 Context causes glitches?

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ORLY? That sort of magic frightens and confuses me, but ok. I’m used to things biting me in the ass when I don’t do them exactly correct.

That makes sense about the other branch, I’ll give that a try later and see if Mad Mapper is happy.

I’m still toying with the VAO-based draw for publishFrameTexture. I’m curious to know if it’s faster to calculate tex-coords on the CPU and then update the buffer, or if I should be doing it in the vertex shader with shader constants. I strongly suspect that it doesn’t matter, but I am curious.

EDIT: Removing the get/set/restore stuff for the CGL context worked ok in CoGe but VDMX5 did not like it at all. Reverting those changes made VDMX5 happy again.


  • This reply was modified 8 years, 4 months ago by ZeroStride. Reason: Tried letting CGLMacros handle set/restore context, and VDMX hated it