* If the GPU supports OpenGL2 or later, then the OpenGL2.0 renderer will
* be used, otherwise, the OpenGL1.1 renderer is used.
To enforce OpenGL 2.0?
I guess we will never know what the motivation behind this was, but it prevents the SDK from using the 3.2 Core Profile as it renders in that AWT Panels.
I think itās probably ok. I think the only users that would see an adverse change in behavior (ie: their code stops working when it worked before) are the ones who create their own buffers and then never play the audio. Both seem rare enough on their own, together even rarer.
Iāve picked many cherries to the v3.3 branch. Iāll begin writing a description for the 3.3.1 release.
Iād appreciate help testing the current release candidate (aka commit a150deb). I will test on Windows and Linux, but I donāt have a macOS or Android setup. Also, extra eyes will improve our odds of noticing any issues.
Oh, I am stupid. But the same applies here, on Mac OS we have to setup the core profile otherwise we are in the 2.0 Core Profile.
That being said, I think we can only go to 3.2 or 3.3, so Tessellation wonāt work.
Itās a good thing, adding the core profiles to the relevant Tests though, I guess.
Indeed, when correctly setting the core profile there is no issue (speaking only for Mac). Thatās why I was not sure if I should create an issue for it.
Iām also a fan of setting the correct core profile depending on what you try to test. It makes the test application very clear on the requirements.
The TestAnimMorphSerialization crash is a known issue, but I canāt look up the number at the moment due to a network or GitHub issue.
Edit: I was thinking of issue 1089, which is slightly different. I assume the TestAnimMorphSerialization is simply a matter of needing to download the model from Sketchfab, but you might as well open a ticket so we can discuss it more easily.
I reverted the fix to issue 1336. We have a new 3.3.1 release candidate: a667f5e