OpenGL issues with compressed texture

Hi


I have developed a software using OpenGL 2.1.

It runs correctly on 10.9 to 10.14.

On the public beta of 10.15, I have a rendering issue.

My 3D models do not display correctly textures. I have some artefacts.


I think I have already found where is the issue. I think there is a problem in the OpenGL driver on this system.

It does not handle correctly compressed textures. The internal format I'm using in glTexImage2D function is GL_COMPRESSED_RGBA.

If I'm checking the contents of the pushed texture with glGetTexImage I don't have the same texture, there are some artefacts in it.

The size of the texture is 1664 x 1664 but for different sizes I have the same issues (even tough with power of twos).


I'm using a MacBook pro 2014 with nvidia 750M

OpenGL is deprecated.

I know that OpenGL is deprecated. It was already deprecated on mojave.

Deprecated means that it will be removed.

Since OpenGL is still supported on 10.15, we can expect to have the same behaviour.

I have tested with the second public beta and I have the same issue

Sorry, but it doesn't work that way. Once Apple loses interest in some technology, especially a non-Apple technology, then you need to drop it like a bad habit. It will break your apps and Apple will not be fixing it for any OS version, past or present.

I have the same problem, and this still happens with the macOS 10.15 Beta 9. Not even the sample project from Apple works anymore: https://developer.apple.com/library/archive/samplecode/CocoaGL/Introduction/Intro.html


It's a pity because even though I have ported my OpenGL app to Metal it seems like every different Mac model has different issues, so I was hoping to have some more time before being forced to use Metal.

OpenGL issues with compressed texture
 
 
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