Hi,
I'm trying to draw directly to front buffer ( a cube ). When I use stereo it's works fine, I make glDrawBuffer( GL_FRONT_LEFT ) and glDrawBuffer( GL_FRONT_RIGHT ) to tell opengl to paint in front buffers.
The problem is when I use this without stereo, I use glDrawBuffer( GL_FRONT ), then I draw in front buffer and I make glFlush() to finish painting... The behaviour is very strange because it's like glDrawBuffer( GL_FRONT ) doesn't work, then I paint on back buffer, and when I make glFlush(), a swapbuffers is made. So, at the end I don't have a cube painted in the front buffer, I have a black screen with the cube painted.
My code to paint when using stereo and mono is the same, but in stereo I use glDrawBuffer( GL_FRONT_LEFT ) for left eye and then glDrawBuffer( GL_FRONT_RIGHT ) to right eye.
I'm using Windows 7 in a Mac Pro with nVidia Quadro 4800 for mac ( using BootCamp ).
Thanks in advance,
Raúl Calvo
I'm trying to draw directly to front buffer ( a cube ). When I use stereo it's works fine, I make glDrawBuffer( GL_FRONT_LEFT ) and glDrawBuffer( GL_FRONT_RIGHT ) to tell opengl to paint in front buffers.
The problem is when I use this without stereo, I use glDrawBuffer( GL_FRONT ), then I draw in front buffer and I make glFlush() to finish painting... The behaviour is very strange because it's like glDrawBuffer( GL_FRONT ) doesn't work, then I paint on back buffer, and when I make glFlush(), a swapbuffers is made. So, at the end I don't have a cube painted in the front buffer, I have a black screen with the cube painted.
My code to paint when using stereo and mono is the same, but in stereo I use glDrawBuffer( GL_FRONT_LEFT ) for left eye and then glDrawBuffer( GL_FRONT_RIGHT ) to right eye.
I'm using Windows 7 in a Mac Pro with nVidia Quadro 4800 for mac ( using BootCamp ).
[quote name='jmbuehler' post='1002453' date='Feb 16 2010, 07:58 PM']What environment do you use?[/quote]
I'm programming a MFC application, using Visual Studio 2008.
I'm trying to draw directly to front buffer ( a cube ). When I use stereo it's works fine, I make glDrawBuffer( GL_FRONT_LEFT ) and glDrawBuffer( GL_FRONT_RIGHT ) to tell opengl to paint in front buffers.
The problem is when I use this without stereo, I use glDrawBuffer( GL_FRONT ), then I draw in front buffer and I make glFlush() to finish painting... The behaviour is very strange because it's like glDrawBuffer( GL_FRONT ) doesn't work, then I paint on back buffer, and when I make glFlush(), a swapbuffers is made. So, at the end I don't have a cube painted in the front buffer, I have a black screen with the cube painted.
My code to paint when using stereo and mono is the same, but in stereo I use glDrawBuffer( GL_FRONT_LEFT ) for left eye and then glDrawBuffer( GL_FRONT_RIGHT ) to right eye.
I'm using Windows 7 in a Mac Pro with nVidia Quadro 4800 for mac ( using BootCamp ).
Thanks in advance,
Raúl Calvo
I'm trying to draw directly to front buffer ( a cube ). When I use stereo it's works fine, I make glDrawBuffer( GL_FRONT_LEFT ) and glDrawBuffer( GL_FRONT_RIGHT ) to tell opengl to paint in front buffers.
The problem is when I use this without stereo, I use glDrawBuffer( GL_FRONT ), then I draw in front buffer and I make glFlush() to finish painting... The behaviour is very strange because it's like glDrawBuffer( GL_FRONT ) doesn't work, then I paint on back buffer, and when I make glFlush(), a swapbuffers is made. So, at the end I don't have a cube painted in the front buffer, I have a black screen with the cube painted.
My code to paint when using stereo and mono is the same, but in stereo I use glDrawBuffer( GL_FRONT_LEFT ) for left eye and then glDrawBuffer( GL_FRONT_RIGHT ) to right eye.
I'm using Windows 7 in a Mac Pro with nVidia Quadro 4800 for mac ( using BootCamp ).
Thanks in advance,
Raúl Calvo
I'm programming a MFC application, using Visual Studio 2008.
I'm programming a MFC application, using Visual Studio 2008.