Start platform OpenGL# displays: 2Display 0Display: \\.\DISPLAY1Main: TRUEBuilt in: FALSEStereo: FALSEBounds: (0, 0) -> (2,560, 1,440)Dimensions: (2,560 1,440)Physical size: (0 0)Pixel size: (0 0)Dynamic range:
NSOpenGLLayer NSOpenGLPixelBuffer NSOpenGLPixelFormat NSOpenGLPixelFormatAttribute NSOpenGLProfile NSOpenGLView NSOpenPanel NSOpenSaveCompare NSOpenSaveExpandingEventArgs NSOpenSaveFilename NSOpenSaveFilenameConfirmation NSOpenSaveFilenameEventArgs NSOpenSavePanelDelegate NSOpenSavePanelDelegate_Extensions NSOpenSave...
206 + !pixel_format.is_null(), 207 + "failed to create NSOpenGLPixelFormat" 208 + ); 169 209 170 - let gl_context = unsafe { 171 - StrongPtr::new( 172 - NSOpenGLContext::alloc(nil).initWithFormat_shareContext_(*pixel_format, nil), ...
NSOpenGLCoNtext NSOpenGLCoNtextParameter NSOpenGLGlobalOption NSOpenGLLayer NSOpenGLPixelBuffer NSOpenGLPixelFormat NSOpenGLPixelFormatAttribute NSOpenGLProfile NSOpenGLView NSOpenPanel NSOpenSaveCompare NSOpenSaveExpandingEventArgs NSOpenSaveFilename NSOpenSaveFilenameConfirmation NSOpenSaveFilenameEventArgs NSOpenSav...
How do I compress a PixelMap to a size lower than a specified limit? What should I do when error code 62980096 is reported? How do I convert a PixelMap received on the C++ side into the cv::Mat format? What should I do when the pixelFormat parameter in image.createPixelMap does...
OpenGL无法正常渲染某些分辨率YUV数据 使用eglSwapBuffers API,eglSwapBuffers执行抛出错误码:EGL_BAD_SURFACE (300d)。日志显示:QEGLPlatformContext: eglSwapBuffers failed: 300d。 使用eglSwapBuffers API,eglSwapBuffers执行抛错错误码:EGL_BAD_ALLOC。 OpenGL同一个上下文在多线程中使用问题 关于GL_TEXTURE_...
14:02:09.459 INFO wezterm_gui::termwindow > OpenGL initialized! NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 4.6.0 NVIDIA 515.43.04 is_context_loss_possible=false wezterm version: 20220519-210206-c8c3b837 [destroyed object]: error 7: failed to import supplied dmabufs: Unsupported buffer format ...
Start platform OpenGL# displays: 2Display 0Display: \\.\DISPLAY1Main: TRUEBuilt in: FALSEStereo: FALSEBounds: ((0 0) -> (2,560 1,440), w=2,560, h=1,440)Dimensions: (2,560 1,440)Physical size: (0 0)Pixel size: (0 0)Dynamic range: (0 1)Potential dynamic ran...
Rendering API. You can choose the rendering API for this app. The two options are Vulkan and OpenGL. Important: You need to choose rendering API based on the game you selected. If the game uses OpenGL rendering, you need to set it to OpenGL. Otherwise, you need to set it to Vulkan....
NSOpenGLGlobalOption NSOpenGLLayer NSOpenGLPixelBuffer NSOpenGLPixelFormat NSOpenGLPixelFormatAttribute NSOpenGLProfile NSOpenGLView NSOpenPanel NSOpenSaveCompare NSOpenSaveExpandingEventArgs NSOpenSaveFilename NSOpenSaveFilenameConfirmation NSOpenSaveFilenameEventArgs NSOpenSavePanelDelegate NSOpe...