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On Fri, 16 Sept 2022 at 09:31, Gonzalo wrote:
> > "On Linux and Windows this works, but on macOS, as Manolo said, it does not, as it does not allow
> > mixing OpenGL2 and OpenGL3+ calls. "
> > I interpreted that meaning you solved how to combine GL3 + GL2 under Linux and Windows.
> >
>
> Sorry. I misspoke. I was just repeating what you mentioned about GL3/2 compatibility without having tried it myself.
I have a sort of toy 3D viewer I made ages ago that basically plots
the scene twice with colour filtering for red/cyan anaglyph glasses.
Works surprisingly well, and uses a weird mix of GL2 (to render my old
OBJ based models) and GL3 to do the colour filtering and the
anti-aliased textures and so on.
Anyway, that all works fine on WinXX and X11.
Oh, hold on! I just remembered, this code also works on my old macOS
box too (which is IIRC 10.13). When did Apple break the GL2/GL3
compatibility, because it seems to work fine on my old Mac...
It is possible I am "getting away with it" because the drawing isn't
mixed in a single context, there's some textures drawn using GL2 that
are then passed to a couple of GL3 rendering stages...
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