<div dir="ltr"><div>Hi Michael,</div>Thanks for the info. We have not tried that yet (I will try it as soon as we are allowed to go back to our office :-/).<div>I find it strange that it would work for 2.0 since GLX does not seem to implement glBindBuffer, glBufferData or any of the core profile calls. I only see it can handle texture buffers...</div><div>The whole OpenGL + X11 world is very hard to digest for newbies like me. It grew up like a snowball and seems to have mutated in the meanwhile. The fact that the specification is broken in two parts (call it "compatibility" and "core" profiles) is a big pain. And with Wayland I don't see it is getting much better. This comes again as the promise of a new paradise, but in fact it is just adding more wires to the already chaotic software protoboard we have.</div><div>There are components plugged everywhere and very little documentation explaining the bigger picture, as if the programmers would be so excited about writing "the best software ever" that they never took the time to explain in details what they were actually doing (sorry for this comment, it is a personal frustration against this recurrent behavior of
the
open source software community).</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">El mié., 25 de mar. de 2020 a la(s) 15:05, Michael Saunders (<a href="mailto:r.michael.saunders@gmail.com">r.michael.saunders@gmail.com</a>) escribió:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">Guillermo,<div><br></div><div>We have an engineering application that was written using the fixed function pipeline as well. We have experimented with moving to the programmable pipeline and noticed this same problem. What we did discover, however, is that OpenGL 2.0 was supported when using GLX. I can't say we tried it on a wide range of X11 platforms but at least between two Linux machines that had native (not nouveau drivers) NVidia drivers it worked. We had to make sure that we were using the older shader language that matched OpenGL 2. I would suggest assembling a simple "hello world" program that renders a gradated triangle where you can easily experiment with OpenGL versioning and shader language versioning.</div><div><br></div><div>Michael</div></div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Wed, Mar 25, 2020 at 4:59 AM Guillermo Hazebrouck <<a href="mailto:gahazebrouck@gmail.com" target="_blank">gahazebrouck@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr">Hello!<div>I am having troubles to export an OpenGL-based application through the network using X11.<div>At the beginning I used only compatibility mode calls (OpenGL 1.2 -> lists + glBegin/glVertex/glEnd), and everything worked like a charm. However, because a restriction on drivers and OS, I had to move the whole application to Core Profile (version 3.3 to 4.5). The performance remained good, but I was no longer able of exporting the application through X11!</div><div>I started searching for information and, to my astonishment, it seems that the GLX library that is in charge of doing this (forwarding the OpenGL calls through the network) is now becoming obsolete as it is only compatible with legacy (compatibility mode) calls.</div><div>Why is GLX only compatible with OpenGL lists and not able of forwarding the vertex buffers? Is there any development ongoing in that direction? Or is there any known solution to this?</div><div>Thanks,</div><div>Guillermo</div><div><br></div></div></div>
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