Yesterday my OpenGL Classes have started, and me and my classmates downloaded a project made by my teacher as a sample project to learn from, on their pc it worked perfectly but all I'm seeing is white, the objects are white and the ground is white, on other classmates their pc's the objects are rendered correctly.
Does anyone know why it won't render the textures on my pc?
I've tried a few things such as, turning my Intel Graphics card off and running it on my Nvidia card, and i've tried to turn my Nvidia card off to run it on my Intel but neither worked.
My Nvidia card is a Nvidia Geforce 710M which supports OpenGL 4.5, and I have OpenGL version 4.5.
I'm not getting any errors in the code.
I'am able to see shadows I've just tried a different project and only saw shadows, the rest was all white, as it was with the first project.
I've re-installed the required libraries again, then rebooted my pc and it worked :D thank you for all your help.
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I recently switched my laptop's OS from Windows 10 to Fedora linux. After this I tried to load and run my current c++ SFML project. However, when it attempts to load my geometry shader I just get this:
Failed to create a shader: your system doesn't support geometry shaders (you should test Shader::isGeometryAvailable() before trying to use geometry shaders)
I know my system should support geometry shaders as it worked just fine previously on windows. My laptop has a Quad Core AMD Ryzen 5 2500U with Radeon Vega Mobile Gfx chip with the amdgpu driver. Is this an issue with drivers? Could my software have caused this issue? (If so let me know and I will edit this post)
The result of sf::shader::isAvailable() is true. The result of sf::shader:isGeometryAvailable() is false.
If anyone knows how to fix this issue it would be excellent.
Ok so I'm trying to use the tutorials at: http://arcsynthesis.org/gltut/ but I keep getting an error message that pops for like a second saying "Unable to create OpenGL 3.3 context (flags 1, profile 1)", there's also a bunch of pdb files missing. I did download the newest drivers for both graphics cards on my laptop (that is both the Intel(R) HD Graphics 3000 and the NVIDIA GeForce GT 540M) and I did launch a software called "OpenGL Extensions Viewer", and it displays that I should be able to run OpenGL version 3.1
NOW, I guess is that some would now say that perhaps my card can't run 3.3, but:
1) My card is said to support 4.0 :
http://www.notebookcheck.net/NVIDIA-GeForce-GT-540M.41715.0.html
2) There are people who say that "Any hardware that supports OpenGL 3.1 is capable of supporting OpenGL 3.3. "
OpenGL 3.+ glsl compatibility mess?
3) And finally... A YEAR AGO, I GOT IT TO RUN! Seriously, I got it to work after 2 months of trying. I'm even using some old project files from that time and they sadly won't launch anymore because of the same mistake... I did format since then.
I recall that last time, it was a whole series of things that I tried... like disabling one graphic card to be able to update the other... or maybe it was that I used some different diagnostic, which someone online advised saying that "if that program detects that the OpenGL isn't working properly, it'll fix it".
Right now I'm busy with other homework, so if anyone at all has any suggestions what this could be about, please tell!
I compiled Joe Groff's "An intro to modern OpenGL: Hello World: The Slideshow.
I have compiled it using Mingw-w64 with freeglut, Glut 3.7 and a version that makes my own context.
However, when I run the program, the image doesn't fade back and forth like its supposed to and I can't figure out why (spent a whole day on it).
Also, I have examined most of inputs and outputs except for the shaders and cant find anything wrong, anyone have any ideas?
Most likely, your OpenGL version doesn't support shaders. Are you by any chance running in a virtual machine or via remote desktop? These tend to only support OpenGL 1.1 even if the graphics card/drivers are much more recent, and OpenGL 1.1 does not support shaders. It's also possible that if you're using an older laptop with an integrated Intel GPU that shaders are not (properly) supported.
I'm working on a 3D game project with a bunch of people. The project runs fine on all of their machines but mine. On my computer the skybox texture intermittently disappears and the rendering goes awfully bad.
We've all been working on Windows XP with Visual Studio 2008, and the only significant difference between my machine and my co-workers is that my computer has a Nvidia 9400 GT graphics card, which, I guess, is the thing to blame.
Here's a screenshot, skybox-less. Is there any setting in OpenGL or the Nvidia video manager that I can tweak to avoid this?
Sometimes this can depend on the texture size. Could tyou try with a texture in which dimensions are power of two ?
I have trouble developing an OpenGL application.
The weird thing is that me and a friend of mine are developing a 3d scene with OpenGL under Linux, and there is some code on the repository, but if we both checkout the same latest version, that means, the SAME code this happens: On his computer after he compiles he can see the full lighting model, whilst on mine, I have only the ambient lights activated but not the diffuse or specular ones.
Can it be a problem of drivers ?(since he uses an ATi card and I use an nVIDIA one)
Or the static libraries ?
I repeat, it is the same code, compiled in different machines.. that's the strange thing, it should look the same.
Thanks for any help or tip given.
This can very easily be a driver problem, or one card supporting extensions that the other does not.
Try his binaries on your machine. If it continues to fail, either your drivers are whack or you're using a command not supported by your card. On the other hand if your screen looks right when using your code compiled on his machine, then your static libraries have a problem.