Comments (3)
Thanks for creating a dedicated issue.
I would go for the following:
public MainWindow()
: base(
832, 832,
new GraphicsMode(0, 0, 0, 0),
"Newtonian-Particle-Simulator",
GameWindowFlags.Default,
DisplayDevice.Default,
4, 6, // major, minor
GraphicsContextFlags.Default)
{
}
Or what is it that you tried? After all there is no overload of the GameWindow
constructor, which is the base class, that has NativeWindowSettings
as a parameter.
As I said this may also return a core
profile which means I will have to create a dummy vao and bind that (currently rendering without any vao which is deprecated in 4.6 core
). This will of course work on Core
and Compatibility
. I would much rather request a compatibility
profile, but I dont know if its safe to assume that you will actually get one. Anyways let me know if that works.
from newtonian-particle-simulator.
Just pulled the source code down, used Visual Studio 2022 to build a Release build.
The first thing the Release build does is, it complains about missing shader files.
I had to go to Newtonian-Particle-Simulator\bin\Release\net5.0\
, create new folder .\res\shaders\particles\
, and then manually copy the shader files (fragment + vertex shaders) to the particles
folder.
After that, it works out of the box. Was able to grab an OpenGL 4.6 context, so it's all good now.
from newtonian-particle-simulator.
The working directory of the project is set to the same level where res
is so as long as you start the application through VS it should be all fine. You can let me know if you found out why VS doesn't respect the working dir for you. I've not been able to reproduce this.
But good to hear the context thing is no longer a problem so I think I can close this one.
from newtonian-particle-simulator.
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