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tessellate(mode);
if (flushMode == FLUSH_CONTINUOUSLY ||
(flushMode == FLUSH_WHEN_FULL && tessGeo.isFull())) {
if (flushMode == FLUSH_WHEN_FULL && tessGeo.isOverflow()) {
PGraphics.showWarning("P3D: tessellated arrays are overflowing");
}
flush();
}

The new P2D and P3D renderers in Processing 2.0 are entirely based on OpenGL. The advantage is better performance in most situations, however they won't work on older video cards that don't support OpenGL features such as GLSL shaders.But for me this not good, cause, now to run this application on a newer version of Processing i should use a better video card.
Is it possible to use an older version of the class (used on processing 1.5.1), that creates a single vertex per point, on a newer version of processing an compile it?No, it is not possible. I realize that the new point rendering is less efficient than in the older OPENGL renderer, since it renders full triangle fans per point instead of single vertices. As I mentioned, this gives the possibility of drawing points of arbitrary size (otherwise point size is hardware limited), but at the cost of pushing at least 5 times more geometry through the video card. The solution for this issue would be to add an optional rendering path in P2D/P3D that draws points in the old way (with the GL_POINTS primitive), as long as the stroke weight is below the maximum hardware limit for point size. When the weight goes beyond this limit, the more expensive rendering path would be chosen instead. Because of time constrains and in order to keep the new code relatively simple, I didn't implement these two different paths and points are always drawn using triangle fans. This could be added later, though.
Is this error showing up with the sketch you posted before?One more question:"OpenGL error 1280 at top beginDraw(): invalid enumerant" - What's that means? This message still showing;
OpenGL error 1280 at top beginDraw(): invalid enumerantIntelIntel(R) Q45/Q43 Express ChipsetGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_blend_colorGL_EXT_abgrGL_EXT_texture3DGL_EXT_clip_volume_hintGL_EXT_compiled_vertex_arrayGL_SGIS_texture_edge_clampGL_SGIS_generate_mipmapGL_EXT_draw_range_elementsGL_SGIS_texture_lodGL_EXT_rescale_normalGL_EXT_packed_pixelsGL_EXT_texture_edge_clampGL_EXT_separate_specular_colorGL_ARB_multitextureGL_EXT_texture_env_combineGL_EXT_bgraGL_EXT_blend_func_separateGL_EXT_secondary_colorGL_EXT_fog_coordGL_EXT_texture_env_addGL_ARB_texture_cube_mapGL_ARB_transpose_matrixGL_ARB_texture_env_addGL_IBM_texture_mirrored_repeatGL_EXT_multi_draw_arraysGL_NV_blend_squareGL_ARB_texture_compressionGL_3DFX_texture_compression_FXT1GL_EXT_texture_filter_anisotropicGL_ARB_texture_border_clampGL_ARB_point_parametersGL_ARB_texture_env_combineGL_ARB_texture_env_dot3GL_ARB_texture_env_crossbarGL_EXT_texture_compression_s3tcGL_ARB_shadowGL_ARB_window_posGL_EXT_shadow_funcsGL_EXT_stencil_wrapGL_ARB_vertex_programGL_EXT_texture_rectangleGL_ARB_fragment_programGL_EXT_stencil_two_sideGL_ATI_separate_stencilGL_ARB_vertex_buffer_objectGL_EXT_texture_lod_biasGL_ARB_occlusion_queryGL_ARB_fragment_shaderGL_ARB_shader_objectsGL_ARB_shading_language_100GL_ARB_texture_non_power_of_twoGL_ARB_vertex_shaderGL_NV_texgen_reflectionGL_ARB_point_spriteGL_EXT_blend_equation_separateGL_ARB_depth_textureGL_ARB_texture_rectangleGL_ARB_draw_buffersGL_ARB_color_buffer_floatGL_ARB_half_float_pixelGL_ARB_texture_floatGL_ARB_pixel_buffer_objectGL_EXT_framebuffer_objectGL_ARB_draw_instancedGL_ARB_half_float_vertexGL_EXT_draw_buffers2GL_WIN_swap_hintGL_EXT_texture_sRGBGL_EXT_packed_floatGL_EXT_texture_shared_exponentGL_ARB_texture_rgGL_ARB_texture_compression_rgtcGL_NV_conditional_renderGL_EXT_texture_swizzleGL_ARB_framebuffer_sRGBGL_EXT_packed_depth_stencilGL_ARB_depth_buffer_floatGL_EXT_transform_feedbackGL_EXT_framebuffer_blitGL_ARB_framebuffer_objectGL_ARB_vertex_array_object7.0255.0