SDL2, OpenGL 3.2 Core and Steam-Overlay: Black Screenshots |
SDL2, OpenGL 3.2 Core and Steam-Overlay: Black Screenshots |
Andreas
Guest
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Hi,
On Sun, Sep 04, 2016 at 05:24:45PM +0000, moe wrote:
When using Core profile you need to use Vertex Arrays (VAO) too. That could be the reason why you're seeing black screen. Here's some documentation to read: https://www.opengl.org/sdk/docs/man/html/glGenVertexArrays.xhtml https://www.opengl.org/sdk/docs/man/html/glBindVertexArray.xhtml https://www.opengl.org/sdk/docs/man/html/glDeleteVertexArrays.xhtml -- Regards, Andreas _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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SDL2, OpenGL 3.2 Core and Steam-Overlay: Black Screenshots |
Sik
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2016-09-11 3:48 GMT-03:00, Andreas:
If I'm reading right though the problem is with screenshots only, not what's actually visible on screen? _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Re: SDL2, OpenGL 3.2 Core and Steam-Overlay: Black Screensho |
moe
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Hi Andreas, I already converted my engine to only use VAO and none of my GL commands sets an error state, which would be the case if I was using commands that are not allowed in Core. The main reason I moved to 3.2 Core was to be able to use renderdoc for debugging my engine, which only supports OpenGL 3.2 Core and above. The engine is working fine in both Core and Compatibilty Profile. It's only the screenshots that turn out black in Core. Marc |
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Re: SDL2, OpenGL 3.2 Core and Steam-Overlay: Black Screensho |
moe
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Hi Sik, yes, it is only the screenshots that turn out black. Each frame gets drawn to the screen as expected. Btw, I just noticed taking screenshots the old-fashioned way (Alt+PrintScreen) works fine. Marc |
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