Happily clicked to update to the new version (6.1.0). But almost all the code that I have written in OpenGL fell off in the Xcode for mac os/ios project (not tested yet with CMakelist).
How can it be easily fixed ? The OpenGL is difficult for me, I can’t even imagine where to dig. Thanks.
I was about to take my first steps with OpenGL and also update to 6.1.0. Having read this I’m wondering if I should do either! I’m keen to know what the thoughts/solutions are here, too.
It’s neither not planned nor a bug; you have to add the gl namespace to your functions and types to use OpenGL from JUCE. This is because an OpenGL wrangler has been to be able to (dynamically) use all of the OpenGL available on the systems. This also means loading the extensions (the many versions’ functions) manually when you feel it suits your needs (JUCE loaded the extensions by default which slowed down an app’s start-up).
@jrlanglois
Hmm, something strange happens. When I disabled the multisampling (setMultisamplingEnabled) the opengl picture is now appeared but the CPU constantly 107-156% in debugging mode. Release - 37-60% and this is even I’m not calling the redraw trigger. Before it was just 0-1% cpu.
I had a quick peek but I’m not familiar enough with JUCE’s OpenGL ES pipeline to provide further help from here… one of the JUCE devs would have to pitch in! Sorry!
Please could you try replacing glResolveMultisampleFramebufferAPPLE() with ::glResolveMultisampleFramebufferAPPLE() and check whether that resolves the crash?
@reuk Yes, in this way it’s work. However, I will just transfer my shaders to 3.2, I think this is not a problem. It remains to decide why it is called constantly redraw(), because I have a setContinuousRepainting(false)