Whenever I attempt to debug a shader in nvidia nsight I get the following incompatibility in my
glDisable (cap = 0x00008620) glMatrixMode glPushMatrix glLoadIdentity glOrtho glBegin glColor4f glVertex2f glEnd glPopMatrix
This is confusing since I am using a 4.2 core profile and not using any deprecated or fixed function calls. At this stage I am just drawing a simple 2D square to the screen and can assure none of the functions listed above are being used.
My real concern is being new to SDL & GLEW I am not sure what functions they are using behind the scene. I have been searching around the web and have found others who are using SDL, GLEW, & Nvidia nsight. This leads me to believe I am overlooking something. Below is a shortened verison of how I am initialing SDL & GLW.
SDL_Init(SDL_INIT_EVERYTHING); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); SDL_Window *_window; _window = SDL_CreateWindow("Red Square", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED , 200, 200, SDL_WINDOW_OPENGL); SDL_GLContext glContext = SDL_GL_CreateContext(_window); glewExperimental = GL_TRUE; GLenum status = glewInit(); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
In the implementation I have error checking pretty much after every call. I excluded it from the example to reduce the amount of clutter. All the above produce no errors and return valid objects.
After the initialization
glewGetString(GLEW_VERSION) returns 4.2.0 NVIDIA 344.75,
glewGetString(GLEW_VERSION) returns 1.11.0, and
GLEW_VERSION_4_2 returns true.
Any idea on how I can used SDL & GLEW and not have either of these frameworks call deprecated functions?
** Edit ** I have been experiementing with the Dependency Walker here. Looking at the calls through Opengl32.dll none of what is listed is shown as a called module.