View Issue Details

IDProjectCategoryView StatusLast Update
0001581NoesisGUIC++ SDKpublic2019-11-18 15:28
Reporterfirelight Assigned Tojsantos  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionno change required 
Product Version3.0.0 
Summary0001581: GLRenderDevice.cpp sscanf on MSVC
DescriptionI'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 ReproduceBuild app framework with W4 WX.
TagsNo tags attached.
PlatformWindows

Activities

jsantos

jsantos

2019-11-17 20:17

manager   ~0006002

Thanks for reporting this. Are you compiling OpenGL ES with Visual Studio? We don't so that's the reason we observe that warning.
firelight

firelight

2019-11-17 21:03

reporter   ~0006003

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
jsantos

jsantos

2019-11-18 15:27

manager   ~0006004

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.

Issue History

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