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4

It's important to note that glxinfo -v only reports the supported values for the default OpenGL framebuffer, the one that represents the visible screen itself. It's common for other configurations (ones not reported by glxinfo) to be supported in offscreen framebuffer objects (FBOs). As you've noticed, most video cards do not support a 32-bit depth buffer ...


3

There are a number things that could cause these problems. Here are some things to try: Bad vertex coordinates. One way to debug it is to print your coords to the console and check for things like NaN, Inf, etc. But it could also be that you're just uploading some wrong, but not obviously bad coordinates. One way to debug this is to bisect your data. Send ...


2

No. The size of the array has to be a constant. Specifically from the GLSL specification: 4.1.9 Arrays ... When an array size is specified in a declaration, it must be an integral constant expression (see Section 4.3.3 “Constant Expressions” ) greater than zero.


2

I have solved this exact problem for my master's thesis over a year ago and have already talked about it here. Yesterday, I released an open source program with my multi-channel distance field construction algorithm, msdfgen, which you can try out right now. It is available on GitHub: https://github.com/Chlumsky/msdfgen If you are interested in how it ...


1

I don't know cocos2d, but the general approach to use for this effect is simply to just render the scene at a lower resolution into an offscreen render buffer (VBO, in OpenGL terminology), and then copy that low-resolution image to the screen, with smoothing turned off. (in OpenGL terms, that'd be performing the copy using GL_NEAREST instead of GL_LINEAR). ...



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