From: Michael M. <ar...@gm...> - 2010-09-18 10:40:47
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I should add, I suspect it's something related to using only modern methods of drawing (via buffers and GLSL only). I wonder if it needs legacy initialization processes I omit. On Sat, Sep 18, 2010 at 1:18 PM, Michael Menegakis <ar...@gm...> wrote: > Well, it's only > > glEnable(GL_DEPTH_TEST); > glDepthFunc(GL_LESS); > (that probably aren't affecting it) > > in an app that correctly draws meshes with basic diffuse lighting. > > it initializes and uses buffer objects in modern core context (using a > 2.1 context doesn't fix it). > > It does not do textures yet, could it need something that is generally > used to inititialize textures globally? > > On Fri, Sep 17, 2010 at 11:58 AM, Sam Hocevar <sa...@ho...> wrote: >> On Fri, Sep 17, 2010, Michael Menegakis wrote: >>> Any idea what I might be missing? The application properly draws >>> models on buffer objects. >> >> Could you show me your initialisation code, especially the set of >> glEnable() you do? Maybe there's something missing there. >> >> -- >> Sam. >> > |