Toshiba Satellite C660, OpenGL 1.1, ATI Radeon Mobility HD 5470 [closed] - opengl

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How to update OpenGL 1.1 on Toshiba Satellite C660 with ATI Radeon Mobility HD 5470? The driver from Toshiba support doesn't include the OpenGL update.

Download the drivers from ATI/AMD directly. Go to this website http://support.amd.com/en-us/download
Enter the following values into the filter boxes:
Notebook Graphics
Radeon HD Series
Mobility Radeon HD 5xxx Series
<Your Operating System>
Then Click the "Display Results" button.

I tried many things finally figured out that it was the problem of Win8 and I've installed a fresh, stable Win7 and finally got OpenGL to v4.0. The reason I had to get this done was to start working with jMonkeyEngine3.

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Strange behavior with texture rendering when switching from Intel to nVidia graphic card [closed]

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I'm developing a little image visualizer just to learn some openGL graphics.
I'm using Dear ImGUI to have a GUI interface.
I'm struggling with an issue happening when I switch from Intel graphic card to nVidia graphic card.
I'm working on a Dell precision 7560 laptop running Windows 10.
I'm rendering an image texture to a Frame Buffer Object and then displaying the FBO texture into an ImGui::Image widget.
What is happening is that if I use the Intel Graphic card everything works fine:
texture displayed with Intel graphic card
but as soon as I switch to nVidia the texture is rendered in a wrong way:
texture displayed with nVIida graphic card
I'm using the most basic shader code needed to deal with textures.
Does anyone have experienced the same?
I've tried to check and recheck the code but everything seems ok, so I'm supposing that is something that with Intel goes by default and with the nVidia I need to specify something more...

some OpenGL functionality not available [closed]

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I have some problems. I using ubuntu 12.04 and this is result of fglrxinfo command:
display: :0.0 screen: 0
OpenGL vendor string: Advanced Micro Devices, Inc.
OpenGL renderer string: ATI Mobility Radeon HD 4650
OpenGL version string: 3.3.11627 Compatibility Profile Context
but OpenGL version 2 and above functionality such as shaders not available. Should i update my device driver? or something else?
This is a FAQ. The X11/GLX OpenGL ABI only specifies entry points up to OpenGL-1.2 (right now a new ABI is in the works). This means, to access anything beyond OpenGL-1.2 the advenced functionality must be loaded through the extension mechanism.
Since you're on Unbuntu here are step by step instructions to get this as painless as possible:
sudo apt-get install libglew-dev
In all your projects source files replace #include <GL/gl.h> with #include <GL/glew.h>
Right after the OpenGL context has been created, for example after glutCreateWindow call glewInit() and check its error code (must return GLEW_OK).

I am trying to learn OpenGL 3 by OpenGL Programming Guide 7th edition but how much is OpenGL 4.0 different from 3.x? [closed]

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I am on the 2nd chapter and it is getting a big confusing but I shall try to work it out soon. I came to know that OpenGL 4.0 has already been released but, the OpenGL Programming Guide 8th edition that teaches OpenGL 4.0 is due for January 2013.
So should I continue with the book I have. I do not know how much different OpenGL 3.x and 4.x are.
I recommend some tutorials for OpenGL 4.0 to you:
OpenGL 4.0 Shading Language Cookbook
Swiftless Tutorials
OpenGL 4.2 API Reference Card
OpenGL 4.2 Reference Pages
Well, the main difference is, that Apple devices still don't support OpenGL 4.x ;-) But seriously, see here:
OpenGL 4.1 and 3.1+, What are key differences?
http://renderingpipeline.com/2012/04/sad-state-of-opengl-on-macos-x/

video file + fragment shader under Linux [closed]

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coming from Windows (MSVC++ 2005):
What SDK or alike do you recommend to port an C++ application (DirectShow+Direct3D) to Linux playing video file + using fragment shaders?
is there any reason you need a fragment shader at all? (are you doing post processing on the video images?). You don't need to do any shader coding to get a video playing with OpenGL.
I would use ffmpeg (libavcodec actually) to do the video decoding. Displaying a frame just requires an OpenGL texture and a call to glTexSubImage2D each frame to do the update.
Using FFMPEG in C/C++
You need to use OpenGL instead.
Some tip for the implementation:
- To achieve a good performance you
need to make sure a good video card
driver is installed.
- If you are not familiar with OpenGL
start it with the 'Red book' - OpenGL
Programming Guide
- You may need to download the latest extension header from here
http://www.opengl.org/registry/
- The library GLEW may help you in
identifying the available
extension.
- Include the GL/gl.h and the glext.h file in your project
- Link to the driver's opengl dynamic library: /usr/lib64/libGL.so or simmilar
i would also check the gstreamer framework on linux if you need to port a more complicated directshow application. it also has some sort of graph for media playback to build. it is totally different, but if you have experience and the need for complicated directshow, then you will see some analogy.
and gstreamer also has an opengl plugin for image effects and shaders, ....
http://www.gstreamer.net/
http://www.gstreamer.net/releases/gst-plugins-gl/0.10.1.html

3d Realtime Software Renderer Open Source [closed]

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Is there a good 3d realtime software renderer with features similar to OpenGL/DirectX? Something similar of what cairo or anti-grain do for 2d, but in 3d.
I actually just know Mesa witch has a software OpenGL implementation , and Coco3d.
It should be open source :)
You could have a look into Orge 3D engine assuming you want an abstraction from the raw GL to something that already has a lot of the key features. It's open source too.
I believe the OpenSceneGraph has grown to be pretty competent and widely used.
For a pixel rendering engine why not have look at the DOOM rendering engine sources.
Another smaller and more standard API/OpenGL implementation called TinyGL could be something to look at too.
Technically OpenGL is just a standard, but there are OSS implementations available for download. I'm not sure you want a reference OGL driver though.
For 3d libraries, there are loads. Irrlicht, CrystalSpace, Ogre3d, to name just 3 off Sourceforge's trove list.
The only major open source real-time software renderer besides Mesa I know of is the Quake I engine. However, it's not up to par with current OpenGL or Direct3D capabilities.
If you can do without the source code, you could have a look at the Microsoft WARP10 renderer. It's a high performance implementation of Direct3D 10 on the CPU.
Check out Coin, an implementation of OpenInventor maintained by the company I'm employed by. It's licensed under a dual licensing model - GPL for free/opensource software. It's being actively developed and uses OpenGL to do rendering. It works on "all" platforms and can be easily integrated with Qt.
For standalone alternatives to OpenGL / Direct3D i would look at
Open source implementation of openGl : Mesa3D
Gallium3D
an implemantation of the the openRT specification: directViz
some reasearch to implement realtime RenderMan : RenderMan for realtime and the progress
OpenGL is open source, and should fall back to software rendering in the absense of 3D hardware on the system, provided that all the proper libraries are installed.