cocos2dx error: opengl version too old - c++

I've upgraded my windows from 7 to 8 and I've started to compile cocos2dx but there is an error while the cmd is opening :
Your OpenGl Version is 1.1.0, but Cocos2d-x requires OpenGl 1.5 or higher on Windows. Please upgrade the driver of your video card
But cocos2dx was running well before upgrade!
could u tell me what is the problem and what should I do?
I'm using visual studio 2010.

you can see the cocos2d-x forum about this problem. watch this link.
your driver is not updated or you didn't install opengl. you can use older versions of cocos2d-x too. see this link.

You should update your graphic card (video driver) drivers or second way you try to run old version of cocos 2dx . i am also suffered this problem

Related

How to set up mac for graphics programming to use openGL?

I am a new to programming and also to this platform so i apologize if
my question is not proper or seems stupid but i need help .None of the
resources on internet have been useful to me . If possible please
provide step by step instrction to set up mac for graphics
programming. thank you in advance.
I am a new to programming and i am trying to learn graphics programming .Till now i write c/c++ code in a text editor and compile and execute them to see the output in shell . I searched the web for setting up mac for opengl projects but none of them come close to clearing my doubts . Here are the doubts/questions :
my computer: macOS-Mojave :macbook pro mid 2012 (intel hd graphics 4000) supports openGL 4.1 according to apple website
1. do i have to download some files to use openGL ? or is it just a an api implemented by the computer hardware manufacturer(here apple in my case ).
2. according to recent news apple deprecated openGL. And i don't know which version of openGL is on my macbook . is there a way to find out ?None of the answers listed have worked for me.
3.Can i compile openGL code through terminal like i have been doing till now or do i have to use xcode ?
1. do i have to download some files to use openGL?
So far, not yet. Everything required ships with the compilers by default. You just add -framework OpenGL to your compiler invocations and are good to go.
2. according to recent news apple deprecated OpenGL. And i don't know which version of openGL is on my macbook. is there a way to find out? None of the answers listed have worked for me.
You're mixing two different concepts here:
The deprecation of OpenGL in the macOS platform means, that OpenGL will disappear from that OS altogether, irrespective of what OpenGL version actually is supported. Eventually you'll have to either move to Metal, or use some wrapper like MoltenGL (which implements OpenGL on top of Metal) or MoltenVK (which implements Vulkan on top of Metal).
With macOS the highest OpenGL version supported is determined entirely by the version of macOS installed. That is different from other OS, where a mere driver update may give you a higher OpenGL version, as long as the installed graphics hardware meets the requirements of that higher OpenGL version.
3. Can i compile openGL code through terminal like i have been doing till now or do i have to use xcode?
Yes. And there's no difference between compiling from the command line, and through Xcode, because Xcode is just doing the very same command calls as you'd do through the terminal.

inquiry about OpenGL32.dll version's issue using EGL 1.4

I’m a C++ application developer on Windows system. I’m developing an application using EGL 1.4 and OpenGL ES 2.0.
In a certain kind of a OpenGL32.DLL version, I found that a PVR error message occurred. The versions of OpenGL32.DLL that cause this problem are 6.3.9600.16384 on Win8.1 and 4.0.1379.1. And the message says :
PVR Message
PVR: VFrame attempted to use one of these functions:
PVR: wglChoosePixelFormatARB
PVR: but they are not present on you machine.
Ignore?
This message appeared when I call eglChooseConfig() or eglGetConfigs() functions in EGL API to get system configs.
I think this problem occurred because OpenGL32.dll versions mentioned above don’t support wglChoosePixelFormatARB() function.
Most of versions that I tested worked well. List of working version is :
5.2.3790.3959
6.1.7600.16385
6.3.9600.16384(1000kb)
10.0.10130.0
And list of not working version is :
4.0.1379.1
5.1.2600.1280
5.1.2600.5512
6.3.9600.16384 (720kb)
To solve this problem, I want to include this dll file in my product for a commercial use. I want to know that distributing a working version of OpenGL32.dll is possible. And can you know me the list of OpenGL32.dll version without this error and license information about OpenGL32.dll?
The issue is not about the opengl32.dll (in fact its inner working hasn't changed since Windows NT-4 some 19 years ago). Your system is simply missing a graphics driver with full OpenGL support:
The graphics drivers that are installed by default on Windows (and Windows Update) have only a very limited, stripped down OpenGL support (in fact they hardly support GPU acceleration). To get proper, full OpenGL support you must download the driver package for your GPU from the GPU vendor's website and install it manually.
Using Windows standard, automatic driver installation and Windows Update will not give you proper OpenGL support.

DIrectX 12 and D3D12CreateDevice fail

I'm trying to run microsoft DirectX12 code samples but in every case the function D3D12CreateDevice fails. I compiled code with Visual Studio 2015 and the WIndows SDK.
I have a GTX560Ti, my driver is 353.62 for Windows 10. On the NVidia panel it's written current directX version 12 but on the dxdiag panel it's written 11.2 . I think that the problem is here...
How to solve the problem and run directX code ?
The GTX 560 Ti is a "Fermi" based Nvidia GPU. Fermi GPUs are not yet supported by Nvidia's drivers for D3D12; support will be coming later this year.
http://www.anandtech.com/show/9472/windows-10-launch-day-gpu-support-summary

Cocos2d-x CCRef.h Error

I'm new in Cocos2d-x development and I have the problem that everytine I want to compile my game for an other device than my iPhone 5s, it gives me an error that every type name of a class in my CCRef.h is a fault.
I tried to compile it for every iOS version as possible and with many Cocos 2d-x versions. At the moment I'm using Cocos 2d-x version 3.6, the currently Xcode version and an iPhone with iOS 8.3!
I hope you can help me fix this!

OpenGL in WIndows7

I want to write code in OpenGL using Visual Studio 2010 . Now on opening opengl.org , I am redirected to http://user.xmission.com/~nate/glut.html ; which presumes I am using WindowsXP and Visual Studio 6 . The instructions in this page http://user.xmission.com/~nate/glut/README-win32.txt dates back to 2001 , and not in current context .
Long story short, is there any tutorial which will help me to program with OpenGL in Windows 7 using Visual Studio 2010 .
Thanks in advance for taking the time to answer my question . I am new to this , so please bear with me.
OpenGL development under Window-7 is the very same as it has been for Windows-NT 4, Windows 2k and Windows XP. All the tutorials remain valid.
You do not require a OpenGL SDK. Everything you need ships with your compiler. OpenGL is not a library, but an API implemented by the drivers. So make sure you download and install the most recent drivers directly from your GPU's vendor's homepage (don't use the drivers shipping with Windows, because those have only very limited support for OpenGL).
Since you surely want to use recent OpenGL functionality you should however get the GLEW library, which eases up the loading process for the so called "extensions" by several orders of magnitude; highly recommended. Then instead of the regular OpenGL header you include GL/glew.h and call glewInit() right after an OpenGL context has been made active.
Instead of the old, outdated, no longer maintained GLUT, you should use FreeGLUT or OpenGLUT; if using GLUT at all, because you'll hit its limitations very soon. I recommend using GLFW instead.
First of all, configure your project to link with opengl32.lib etc.:
OpenGL config in Visual Studio 2010.
Look at some NeHe tutorials http://nehe.gamedev.net/.
What about Visual Studio 2010 and Windows 7 - I don't think there is some significant differences in API with previous versions of Visual Studio and Windows (at least for simple examples).
Also look at: OpenGL API Documentation Overview