Hi, I am author of glChAoS.P
Please tell me more about your problem in OSX (GPU type?)
Unfortunately I got very trouble with (deprecated) OpenGL in OSX, and I'm seriously thinking of abandoning development on mac... moreover the "pure rendering" operations result faster in WebGL versoin
I coult test it only in 10.14.x with AMD GPU.
Please, read also my reply @gunn
P.S.
I'll try to signing glChAoS.P in future release
Sorry, I'm not a expert mac developer, only a "discreet" *uniX developer... I would be glad if someone managed the OSX release in github ;)
Thanks for your words: I love math (also) for this, and I'm glad your daughter gets into math thanks to glChAoS.P ;)
I'll be honest: never tested glChAoS.P with NVidia in OSX, and tested Intel GPU in the 1.1 release (I'll test it soon) ... although I would expect it to work with GeForce over the GTX 4xx series and with Intel GPU above HD4000 (Intel is very slow)... but OpenGL on Mac is always an unknown, and must be tested
Launching the app from the applescript still does not work but launching it from the terminal does the trick. The error of the applescript is "sh: ./glChAoSP_OSX: No such file or directory (127)".
I do something like this from the terminal:
cd /Users/..../glChAoS.P-1.4.0
Thanks for report!
Yes, I know... in the glChAoSP_1_40.zip archive appear that error (I zipped it from Windows).
I already had uploaded a separated glChAoSP_OSX.zip archive, zipped directly on Mac... and it seems work.
Thanks again ;)
Thank you very much, has been very important to know that with Nvidia card, glChAoS.P (at least) runs on macOS.
Yes, Intel need of HD 4000 GPU, or above, that supports OpenGL 4.1.
Thanks to supporting me in macOS testing... No, I don't stop the OSX develop, but I need more collaborative people, like you (also tests and feedbacks, on several PC, are importants).
...and mostly ... I don't would your daughter to stop math study ... :D ;)
Now, with last update, the missed script was added and also was corrected the "No such file or directory" error (was related to security exception unidentified "downloaded" software, and Finder returned me a "private" link, not the real one)
So I rewrote the script: now seems work
The new release file is glChAoSP_140.zip for all the O.S.
Hi, I am author of glChAoS.P
I know, in Safary do not works!
Safari seems to have WebGL2 specifics, but unfortunately uses "Shading Language Version: GLSL ES 1.0" like WebGL1 and not "GLSL ES 3.00" used from full WebGL2 browsers.
So, in safari, WebGL2 works only without GLSL use... ;)
Look here the specifics https://webglreport.com/?v=2
But don't can you set eGPU for Chrome, form OSX Application Info Panel?
Sorry, I don't can try it (I not have eGPU), but I know that from Application Info Panel is possible assign eGPU to specific application.
Like this:
https://www.imore.com/how-set-your-egpu-preferred-rendering-...
Hi, I am author of glChAoS.P
Please tell me more about your problem in OSX (OSX ver, GPU type?).
Unfortunately I got very trouble with (deprecated) OpenGL in OSX (mostly with GLSL subroutines) and the "pure rendering" operations result faster in WebGL versoin (I believe that Chrome/FireFox use Vulkan layers)
I coult test it only in 10.14.x with AMD GPU.
P.S.
if you have a account, open a issue on github ;)
Now, with last update, the missed script was added and was corrected also the "no such file or directory" error (was related to security exception of "unidentified downloaded software", and Finder returned me a "private" link, not he real one)
So I rewrote it: now seems work
Yes, ImGui works fine in WASM.
Look my imGuIZMO.quat and glslSmartDeNoise simplest projects on how integrate ImGui in WASM, with GLFW and SDL: https://github.com/BrutPitt
P.S. imGuIZMO.quat have also "ImGui_demo" inside it
Hi Michele! Cool to see you here. You have an amazing website. Very cool stuff, with a good eye for the detail. Maybe the first concurrency to http://acko.net/ which I have seen in years. Keep up!
Ciao.
Thanks for the appreciation.
I know well http://acko.net/, is very very beautiful one, and also for me is the number one!
I still working on my site and it's very distant from acko... but thanks again ;)
Thanks for your report.
When you get time, please tell me on which Operating System (thanks!)
Try also to go in "settings" menu and select an existing "screenShots" path in "preferred path" section... and after save prog.Settings
(It's a new feature... maybe the bug is there)
28 comments
[ 4.1 ms ] story [ 75.9 ms ] threadERROR: Compiled vertex shader was corrupt. ERROR: Compiled fragment shader was corrupt.
I am using 10.13.6
I coult test it only in 10.14.x with AMD GPU.
Please, read also my reply @gunn
P.S. I'll try to signing glChAoS.P in future release Sorry, I'm not a expert mac developer, only a "discreet" *uniX developer... I would be glad if someone managed the OSX release in github ;)
I did demonstrate it to my daughter to show how mathematics can be beautiful.
Congratulations on your use or Dear ImGui, it's a nice use of this API!
I could run it on Windows X but had no luck with macOS. 2 systems have old NVidia GPUs and one is a MacMini with an intel GPU.
Launching the app from the applescript still does not work but launching it from the terminal does the trick. The error of the applescript is "sh: ./glChAoSP_OSX: No such file or directory (127)".
I do something like this from the terminal: cd /Users/..../glChAoS.P-1.4.0
./glChAoSP_OSX
And I see a beautiful fractal!
The Mac mini is still unhappy and says: ./glChAoSP_OSX Error: NSGL: Failed to find a suitable pixel format
But it's also an old Intel HD Graphics 3000. So please don't drop the macOS port it's working for most configurations.
...and mostly ... I don't would your daughter to stop math study ... :D ;)
The new release file is glChAoSP_140.zip for all the O.S.
P.S. if you have a account, open a issue on github ;)
cd /Users/..../glChAoS.P-1.4.0
./glChAoSP_OSX
And I see a beautiful fractal!
P.S. imGuIZMO.quat have also "ImGui_demo" inside it
Try also to go in "settings" menu and select an existing "screenShots" path in "preferred path" section... and after save prog.Settings (It's a new feature... maybe the bug is there)