View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0001581 | NoesisGUI | C++ SDK | public | 2019-11-03 18:05 | 2019-11-18 15:28 |
Reporter | firelight | Assigned To | jsantos | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | no change required | ||
Product Version | 3.0.0 | ||||
Summary | 0001581: GLRenderDevice.cpp sscanf on MSVC | ||||
Description | I'm not sure what compile flags you use, but the second sscanf line in GlRenderDevice::DetectGLVersion won't compile with W4 WX. It uses _sscanf_s underneath the hood, which needs a size for characters (%c). To fix, if (sscanf(version, "OpenGL ES-%c%c %d.%d", profile, 1, profile + 1, 1, &major, &minor) Good day | ||||
Steps To Reproduce | Build app framework with W4 WX. | ||||
Tags | No tags attached. | ||||
Platform | Windows | ||||
Thanks for reporting this. Are you compiling OpenGL ES with Visual Studio? We don't so that's the reason we observe that warning. | |
Using Core GL 4.4 with glad. I had to heavily massage the file to get it to render ;) BTW, if I may ask, I'm getting quite low performance with the default static demo. Your provided test renderer re-generates vbos all the time. Is that by design or simply the reason why you encourage writing your own renderer? What I mean is, do your APIs allow storing vbos (and vaos for me) so they aren't re-generated? Also the tutorial mentions this : " Greater performance can be achieved if your application implements a way to invalidate its required states. This is faster because you avoid getting the current state from the driver." Do you know what the API is to "invalidate required states". Google hasn't provided much details on this. Cheers & thx |
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I am going to close this bug because that line is only being compiled for OpenGL ES in our repository and we are only using gcc or clang for that. Regarding the performance, please open a new thread at the forums to follow up the conversation. We are not regenerating the VBOs per frame, they are being updated dynamically and that should be quite fast. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2019-11-03 18:05 | firelight | New Issue | |
2019-11-17 20:16 | jsantos | Assigned To | => jsantos |
2019-11-17 20:16 | jsantos | Status | new => assigned |
2019-11-17 20:17 | jsantos | Note Added: 0006002 | |
2019-11-17 20:17 | jsantos | Status | assigned => feedback |
2019-11-17 21:03 | firelight | Note Added: 0006003 | |
2019-11-17 21:03 | firelight | Status | feedback => assigned |
2019-11-18 15:27 | jsantos | Note Added: 0006004 | |
2019-11-18 15:28 | jsantos | Status | assigned => resolved |
2019-11-18 15:28 | jsantos | Resolution | open => no change required |