Write your own Einstein@home screensaver

Mike Hewson
Mike Hewson
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Joined: 1 Dec 05
Posts: 6591
Credit: 325233344
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RE: RE: For that matter

Message 78208 in response to message 78205

Quote:
Quote:
For that matter using :
[pre]wglGetProcAddress(someFunctionNameInStringForm)[/pre]
and by implication SDL_GL_GetProcAddress(), isn't bullet proof either as 'someFunctionNameInStringForm' may have evolved too .... eg. glActiveTextureEXT, glActiveTextureARB and glActiveTexture

Yuk, awful "design"...


If I've understood matters correctly, then if one insists upon a given minimum OpenGL version ( in my case v1.5 ) - by runtime test - and only uses 'standard' or fully ARB blessed functions ( not vendor extensions etc ) then the function names will be solid.

[ For that which I have done, or want to, that's no problem. That set of six buffer functions I reckon will do me fine, but I'll write my wrapper with extensibility. ]

Cheers, Mike.

I have made this letter longer than usual because I lack the time to make it shorter ...

... and my other CPU is a Ryzen 5950X :-) Blaise Pascal

Mike Hewson
Mike Hewson
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Joined: 1 Dec 05
Posts: 6591
Credit: 325233344
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Progress : Well, there's good

Progress : Well, there's good news and bad news! ;-)

Good. I've managed to successfully query the ICD at runtime to obtain the function pointers. I've tested a number of variations on this theme. I've yet to decide which is best. So I have --win32 builds completing without linker error and executables to test! :-)

Bad. The executables fall over, depending upon the machine, because :

- NULL pointers are returned for said function pointers. This looks to be a video card driver issue, or maybe there are Windows switches I don't know about that need flipping. I know that some drivers come with tools to muck about with that stuff - choose b/w OpenGL/DirectX. That sort of thing. Obviously highly target system dependent. I'll sort that with version testing on program entry. Perhaps have another go at glGetString(GL_EXTENSIONS).

- The function pointers are fine but, say, OpenGL won't let me map server side buffers. My reading indicates system issues are to blame, like available memory etc.

Notably the Starphere code works perfectly in all cases, made from the same build system. In any case I have a working build system, so now I have to fix my code! :-)

Cheers, Mike.

( edit ) Aha! After snooping 'round my workplace and trying different Windows machines, the executable :

(a) flies with openGL v1.5 through v2.x ( ie. expected behaviours as per design )

(b) falls with v3.0

This is A Big Clue.

For this, I need to explore the topic of OpenGL 'compatibility context specific functionality'. The phrase aggressive deprecation comes to mind. :-0

( edit ) I'm well down the rabbit hole now! Alice has nicked off and The Rabbit is long gone. I've met The Red Queen and The Mad Hatter already, so who's next? For a hoot, read this. :-)

Oh dear. When I untangle that I'll get back.

I have made this letter longer than usual because I lack the time to make it shorter ...

... and my other CPU is a Ryzen 5950X :-) Blaise Pascal

Mike Hewson
Mike Hewson
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Joined: 1 Dec 05
Posts: 6591
Credit: 325233344
RAC: 210452

RE: .... The phrase

Message 78210 in response to message 78209

Quote:
.... The phrase aggressive deprecation comes to mind.


Actually "WTF?" and "Committee Camel" also. :-)

Algorithm:

- find the version of the current context at runtime. Cases :

(a) if less than v1.5 then it won't support what I want.

(b) if it's above or equal to v1.5 but less than or equal to v3.0 then my desired functions will be available.

(c) if it's v3.1 then check to see if GL_ARB_compatibility is defined. If so, then fine. If not, I think I'm stuffed ( unclear ).

(d) if it's v3.2+ then use the 'compatibility profile' mechanism to set the API to respond as per v2.1 ( so this covers the Mac OSX 10.7 case especially ).

with (b) thru (d) for Windows builds use function pointer indirection to access my desired functions PLUS the ones needed to deal with the compatibility profile mechanism itself ( as these will also be unknown to opengl32.dll ).

Phew !! I'll code and test this.

[ It seems that v3.1 was some sort of watershed. Prior to that it was OK as deprecation was just marked, but not enforced. After that one can ask for a profile consistent with v3.0 or less. However v3.1 doesn't have to be backward compatible, and while compatibility profiles are available for v3.1 your only choice is 'core' ?! For v3.2+ compatibility profiles might be available and probably are. ]

[ Oh, is 'non-backwards compatible' semantically identical to 'forward compatible' ?? Answers on a single foolscap side please .... ;-0 ]

Cheers, Mike.

I have made this letter longer than usual because I lack the time to make it shorter ...

... and my other CPU is a Ryzen 5950X :-) Blaise Pascal

Oliver Behnke
Oliver Behnke
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Administrator
Joined: 4 Sep 07
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Credit: 25171438
RAC: 1

Sorry, that I'm so quiet

Message 78211 in response to message 78210

Sorry, that I'm so quiet right now. I'm need to focus on a BRP release for einstein.

Cheers,
Oliver

Einstein@Home Project

Mike Hewson
Mike Hewson
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Joined: 1 Dec 05
Posts: 6591
Credit: 325233344
RAC: 210452

RE: Sorry, that I'm so

Message 78212 in response to message 78211

Quote:
Sorry, that I'm so quiet right now. I'm need to focus on a BRP release for einstein.


That's OK. I know you have bigger fish to fry !! I'm a patient guy and I'm making progress anyway. :-) :-)

I'm just keeping the audit trail going for those that may follow!

[ What an odd thing this OpenGL/Windows interaction is ..... since the original Starsphere never used post v1.1 features then this was unknown/unforeseen when the development framework was originally done. ]

Cheers, Mike.

I have made this letter longer than usual because I lack the time to make it shorter ...

... and my other CPU is a Ryzen 5950X :-) Blaise Pascal

Mike Hewson
Mike Hewson
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Joined: 1 Dec 05
Posts: 6591
Credit: 325233344
RAC: 210452

OK. Some research on GLEW use

OK. Some research on GLEW use with SDL. It seems one can solve the extensions ( ie. post OpenGL v1.1 ) access issue on Windows targets and still yet use nearly the same source code for Linux/Mac builds ie. unlittered/unsprinkled by build target conditionals, no separate mini-fake-GLEW-interface class etc. It is claimed to work with SDL provided something like this occurs :
[pre]#ifdef SOME_WINDOWS_BUILD_FLAG
// NO_SDL_GLEXT shuts out the post OpenGL v1.1 parts of SDL_opengl.h
#define NO_SDL_GLEXT
#include
#endif

#include "SDL_opengl.h"[/pre]
.... meaning that GLEW gets it's definitions in first and SDL can't subsequently re-define. With that in place then one calls a given function using it's OpenGL published name, say glBindBuffer, knowing that GLEW has captured that symbol for use and has a back end call - indirection via a function pointer - to the ICD's entry point for the function by that name.

glew.h hints at mechanisms like :

[pre]typedef void (GLAPIENTRY * PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
.
.
.
#define glBindBuffer GLEW_GET_FUN(__glewBindBuffer)[/pre]
.... so they're probably using some sort of indexed table of function pointers. NB glBindBuffer has signature

[pre]void glBindBuffer(GLenum, GLuint)[/pre]
One just has to use glewinit() - conditionally in win32 builds - to tell GLEW to round up all available pointers from the ICD beforehand ( this would be once per OpenGL context acquistion ). The latest GLEW release reaches to OpenGL 4.2 .... and also has some handy runtime context inquisitorial functions too.

So I'll fork a 'GLEW' branch off SolarSystem and investigate including into our build script(s) a GLEW library git download, build & link with Mingw etc ....

ooh, I should release a win32 executable for people to have a play at and give feedback, even though I know it will fall over if their OpenGL is less than v1.5 or greater than v3.1 - I'll do that tonite.

Cheers, Mike.

I have made this letter longer than usual because I lack the time to make it shorter ...

... and my other CPU is a Ryzen 5950X :-) Blaise Pascal

Mike Hewson
Mike Hewson
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Joined: 1 Dec 05
Posts: 6591
Credit: 325233344
RAC: 210452

Okey dokey, here's the win32

Okey dokey, here's the win32 version ( ~ 9.92MB ) for anyone to try out. Please !!! :-)

The commit for this is d0a04a2ca and has tag V0.11

It wont' fly for OpenGL v3.0 but I'd still like to hear about what results from debug code I have within, whatever version you have.

The file stdout.txt ought be emitted and the following sorts of lines I'd be delighted if you would post anyway :
[pre]OpenGL version = 4.1
OpenGL vendor string = 'NVIDIA Corporation'
OpenGL renderer string = 'GeForce GTX 560 Ti/PCI/SSE2'
Major version = 4
Minor version = 1
GL_NUM_EXTENSIONS = 250
Extension #0 = "GL_ARB_blend_func_extended"
Extension #1 = "GL_ARB_color_buffer_float"
Extension #2 = "GL_ARB_compatibility"
Extension #3 = "GL_ARB_copy_buffer"
Extension #4 = "GL_ARB_depth_buffer_float"
.
.
.
.
The OpenGL context is inappropriate for Windows[/pre]
Which tests whether the code is correctly detecting versions and responding as expected. The only extension I'm interested in at present is GL_ARB_compatibility ie. whether it is commonly provided for v3.1+ even though the standard doesn't require it.

Cheers, Mike.

I have made this letter longer than usual because I lack the time to make it shorter ...

... and my other CPU is a Ryzen 5950X :-) Blaise Pascal

Holmis
Joined: 4 Jan 05
Posts: 1118
Credit: 1055935564
RAC: 0

RE: The file stdout.txt

Message 78215 in response to message 78214

Quote:

The file stdout.txt ought be emitted and the following sorts of lines I'd be delighted if you would post anyway :

Cheers, Mike.

OK, I tried the windows build and a window flashed by and disappeared.
Does it have to be run from a specific folder or do I just unpack it to it's own folder and run?

Stdout.txt as per request:

[pre]Major version = 3
Minor version = 3
OpenGL version = 3.3
OpenGL vendor string = 'NVIDIA Corporation'
OpenGL renderer string = 'GeForce 9600 GT/PCI/SSE2'
Major version = 3
Minor version = 3
GL_NUM_EXTENSIONS = 236
Extension #0 = "GL_ARB_base_instance"
Extension #1 = "GL_ARB_blend_func_extended"
Extension #2 = "GL_ARB_color_buffer_float"
Extension #3 = "GL_ARB_compatibility"
Extension #4 = "GL_ARB_compressed_texture_pixel_storage"
Extension #5 = "GL_ARB_conservative_depth"
Extension #6 = "GL_ARB_copy_buffer"
Extension #7 = "GL_ARB_depth_buffer_float"
.
.
The OpenGL context is inappropriate for Windows[/pre]
and in stderr.txt
[pre]
18:09:08 (5036): Can't open init data file - running in standalone mode
No node found using XPath expression: /project_preferences/graphics/@fps
No node found using XPath expression: /project_preferences/graphics/@quality
No node found using XPath expression: /project_preferences/graphics/@width
No node found using XPath expression: /project_preferences/graphics/@height
[/pre]
This is on Windows 7 x64
GeForce 9600GT
Driver version 285.62 downloaded directly from Nvidia.

/Johan

Claggy
Claggy
Joined: 29 Dec 06
Posts: 560
Credit: 2728533
RAC: 1295

I also get a window flashing

Message 78216 in response to message 78214

I also get a window flashing open, then closing, Win 7 x64, GPU is GTX460, drivers are 290.53.

stderrgfx.txt:

18:02:11 (1080): Can't open init data file - running in standalone mode
No node found using XPath expression: /project_preferences/graphics/@fps
No node found using XPath expression: /project_preferences/graphics/@quality
No node found using XPath expression: /project_preferences/graphics/@width
No node found using XPath expression: /project_preferences/graphics/@height

stdout.txt:

Major version = 4
Minor version = 2
OpenGL version = 4.2
OpenGL vendor string = 'NVIDIA Corporation'
OpenGL renderer string = 'GeForce GTX 460/PCI/SSE2'
Major version = 4
Minor version = 2
GL_NUM_EXTENSIONS = 265
Extension #0 = "GL_ARB_base_instance"
Extension #1 = "GL_ARB_blend_func_extended"
Extension #2 = "GL_ARB_color_buffer_float"
Extension #3 = "GL_ARB_compatibility"
Extension #4 = "GL_ARB_compressed_texture_pixel_storage"
Extension #5 = "GL_ARB_conservative_depth"
Extension #6 = "GL_ARB_copy_buffer"
Extension #7 = "GL_ARB_depth_buffer_float"
Extension #8 = "GL_ARB_depth_clamp"
Extension #9 = "GL_ARB_depth_texture"
Extension #10 = "GL_ARB_draw_buffers"
Extension #11 = "GL_ARB_draw_buffers_blend"
Extension #12 = "GL_ARB_draw_indirect"
Extension #13 = "GL_ARB_draw_elements_base_vertex"
Extension #14 = "GL_ARB_draw_instanced"
Extension #15 = "GL_ARB_ES2_compatibility"
Extension #16 = "GL_ARB_explicit_attrib_location"
Extension #17 = "GL_ARB_fragment_coord_conventions"
Extension #18 = "GL_ARB_fragment_program"
Extension #19 = "GL_ARB_fragment_program_shadow"
Extension #20 = "GL_ARB_fragment_shader"
Extension #21 = "GL_ARB_framebuffer_object"
Extension #22 = "GL_ARB_framebuffer_sRGB"
Extension #23 = "GL_ARB_geometry_shader4"
Extension #24 = "GL_ARB_get_program_binary"
Extension #25 = "GL_ARB_gpu_shader5"
Extension #26 = "GL_ARB_gpu_shader_fp64"
Extension #27 = "GL_ARB_half_float_pixel"
Extension #28 = "GL_ARB_half_float_vertex"
Extension #29 = "GL_ARB_imaging"
Extension #30 = "GL_ARB_instanced_arrays"
Extension #31 = "GL_ARB_internalformat_query"
Extension #32 = "GL_ARB_map_buffer_alignment"
Extension #33 = "GL_ARB_map_buffer_range"
Extension #34 = "GL_ARB_multisample"
Extension #35 = "GL_ARB_multitexture"
Extension #36 = "GL_ARB_occlusion_query"
Extension #37 = "GL_ARB_occlusion_query2"
Extension #38 = "GL_ARB_pixel_buffer_object"
Extension #39 = "GL_ARB_point_parameters"
Extension #40 = "GL_ARB_point_sprite"
Extension #41 = "GL_ARB_provoking_vertex"
Extension #42 = "GL_ARB_robustness"
Extension #43 = "GL_ARB_sample_shading"
Extension #44 = "GL_ARB_sampler_objects"
Extension #45 = "GL_ARB_seamless_cube_map"
Extension #46 = "GL_ARB_separate_shader_objects"
Extension #47 = "GL_ARB_shader_atomic_counters"
Extension #48 = "GL_ARB_shader_bit_encoding"
Extension #49 = "GL_ARB_shader_image_load_store"
Extension #50 = "GL_ARB_shader_objects"
Extension #51 = "GL_ARB_shader_precision"
Extension #52 = "GL_ARB_shader_subroutine"
Extension #53 = "GL_ARB_shading_language_100"
Extension #54 = "GL_ARB_shading_language_420pack"
Extension #55 = "GL_ARB_shading_language_include"
Extension #56 = "GL_ARB_shading_language_packing"
Extension #57 = "GL_ARB_shadow"
Extension #58 = "GL_ARB_sync"
Extension #59 = "GL_ARB_tessellation_shader"
Extension #60 = "GL_ARB_texture_border_clamp"
Extension #61 = "GL_ARB_texture_buffer_object"
Extension #62 = "GL_ARB_texture_buffer_object_rgb32"
Extension #63 = "GL_ARB_texture_compression"
Extension #64 = "GL_ARB_texture_compression_bptc"
Extension #65 = "GL_ARB_texture_compression_rgtc"
Extension #66 = "GL_ARB_texture_cube_map"
Extension #67 = "GL_ARB_texture_cube_map_array"
Extension #68 = "GL_ARB_texture_env_add"
Extension #69 = "GL_ARB_texture_env_combine"
Extension #70 = "GL_ARB_texture_env_crossbar"
Extension #71 = "GL_ARB_texture_env_dot3"
Extension #72 = "GL_ARB_texture_float"
Extension #73 = "GL_ARB_texture_gather"
Extension #74 = "GL_ARB_texture_mirrored_repeat"
Extension #75 = "GL_ARB_texture_multisample"
Extension #76 = "GL_ARB_texture_non_power_of_two"
Extension #77 = "GL_ARB_texture_query_lod"
Extension #78 = "GL_ARB_texture_rectangle"
Extension #79 = "GL_ARB_texture_rg"
Extension #80 = "GL_ARB_texture_rgb10_a2ui"
Extension #81 = "GL_ARB_texture_storage"
Extension #82 = "GL_ARB_texture_swizzle"
Extension #83 = "GL_ARB_timer_query"
Extension #84 = "GL_ARB_transform_feedback2"
Extension #85 = "GL_ARB_transform_feedback3"
Extension #86 = "GL_ARB_transform_feedback_instanced"
Extension #87 = "GL_ARB_transpose_matrix"
Extension #88 = "GL_ARB_uniform_buffer_object"
Extension #89 = "GL_ARB_vertex_array_bgra"
Extension #90 = "GL_ARB_vertex_array_object"
Extension #91 = "GL_ARB_vertex_attrib_64bit"
Extension #92 = "GL_ARB_vertex_buffer_object"
Extension #93 = "GL_ARB_vertex_program"
Extension #94 = "GL_ARB_vertex_shader"
Extension #95 = "GL_ARB_vertex_type_2_10_10_10_rev"
Extension #96 = "GL_ARB_viewport_array"
Extension #97 = "GL_ARB_window_pos"
Extension #98 = "GL_ATI_draw_buffers"
Extension #99 = "GL_ATI_texture_float"
Extension #100 = "GL_ATI_texture_mirror_once"
Extension #101 = "GL_S3_s3tc"
Extension #102 = "GL_EXT_texture_env_add"
Extension #103 = "GL_EXT_abgr"
Extension #104 = "GL_EXT_bgra"
Extension #105 = "GL_EXT_bindable_uniform"
Extension #106 = "GL_EXT_blend_color"
Extension #107 = "GL_EXT_blend_equation_separate"
Extension #108 = "GL_EXT_blend_func_separate"
Extension #109 = "GL_EXT_blend_minmax"
Extension #110 = "GL_EXT_blend_subtract"
Extension #111 = "GL_EXT_compiled_vertex_array"
Extension #112 = "GL_EXT_Cg_shader"
Extension #113 = "GL_EXT_depth_bounds_test"
Extension #114 = "GL_EXT_direct_state_access"
Extension #115 = "GL_EXT_draw_buffers2"
Extension #116 = "GL_EXT_draw_instanced"
Extension #117 = "GL_EXT_draw_range_elements"
Extension #118 = "GL_EXT_fog_coord"
Extension #119 = "GL_EXT_framebuffer_blit"
Extension #120 = "GL_EXT_framebuffer_multisample"
Extension #121 = "GL_EXTX_framebuffer_mixed_formats"
Extension #122 = "GL_EXT_framebuffer_object"
Extension #123 = "GL_EXT_framebuffer_sRGB"
Extension #124 = "GL_EXT_geometry_shader4"
Extension #125 = "GL_EXT_gpu_program_parameters"
Extension #126 = "GL_EXT_gpu_shader4"
Extension #127 = "GL_EXT_multi_draw_arrays"
Extension #128 = "GL_EXT_packed_depth_stencil"
Extension #129 = "GL_EXT_packed_float"
Extension #130 = "GL_EXT_packed_pixels"
Extension #131 = "GL_EXT_pixel_buffer_object"
Extension #132 = "GL_EXT_point_parameters"
Extension #133 = "GL_EXT_provoking_vertex"
Extension #134 = "GL_EXT_rescale_normal"
Extension #135 = "GL_EXT_secondary_color"
Extension #136 = "GL_EXT_separate_shader_objects"
Extension #137 = "GL_EXT_separate_specular_color"
Extension #138 = "GL_EXT_shader_image_load_store"
Extension #139 = "GL_EXT_shadow_funcs"
Extension #140 = "GL_EXT_stencil_two_side"
Extension #141 = "GL_EXT_stencil_wrap"
Extension #142 = "GL_EXT_texture3D"
Extension #143 = "GL_EXT_texture_array"
Extension #144 = "GL_EXT_texture_buffer_object"
Extension #145 = "GL_EXT_texture_compression_dxt1"
Extension #146 = "GL_EXT_texture_compression_latc"
Extension #147 = "GL_EXT_texture_compression_rgtc"
Extension #148 = "GL_EXT_texture_compression_s3tc"
Extension #149 = "GL_EXT_texture_cube_map"
Extension #150 = "GL_EXT_texture_edge_clamp"
Extension #151 = "GL_EXT_texture_env_combine"
Extension #152 = "GL_EXT_texture_env_dot3"
Extension #153 = "GL_EXT_texture_filter_anisotropic"
Extension #154 = "GL_EXT_texture_format_BGRA8888"
Extension #155 = "GL_EXT_texture_integer"
Extension #156 = "GL_EXT_texture_lod"
Extension #157 = "GL_EXT_texture_lod_bias"
Extension #158 = "GL_EXT_texture_mirror_clamp"
Extension #159 = "GL_EXT_texture_object"
Extension #160 = "GL_EXT_texture_shared_exponent"
Extension #161 = "GL_EXT_texture_sRGB"
Extension #162 = "GL_EXT_texture_sRGB_decode"
Extension #163 = "GL_EXT_texture_storage"
Extension #164 = "GL_EXT_texture_swizzle"
Extension #165 = "GL_EXT_texture_type_2_10_10_10_REV"
Extension #166 = "GL_EXT_timer_query"
Extension #167 = "GL_EXT_transform_feedback2"
Extension #168 = "GL_EXT_vertex_array"
Extension #169 = "GL_EXT_vertex_array_bgra"
Extension #170 = "GL_EXT_vertex_attrib_64bit"
Extension #171 = "GL_EXT_import_sync_object"
Extension #172 = "GL_IBM_rasterpos_clip"
Extension #173 = "GL_IBM_texture_mirrored_repeat"
Extension #174 = "GL_KTX_buffer_region"
Extension #175 = "GL_NV_alpha_test"
Extension #176 = "GL_NV_blend_minmax"
Extension #177 = "GL_NV_blend_square"
Extension #178 = "GL_NV_complex_primitives"
Extension #179 = "GL_NV_conditional_render"
Extension #180 = "GL_NV_copy_depth_to_color"
Extension #181 = "GL_NV_copy_image"
Extension #182 = "GL_NV_depth_buffer_float"
Extension #183 = "GL_NV_depth_clamp"
Extension #184 = "GL_NV_explicit_multisample"
Extension #185 = "GL_NV_fbo_color_attachments"
Extension #186 = "GL_NV_fence"
Extension #187 = "GL_NV_float_buffer"
Extension #188 = "GL_NV_fog_distance"
Extension #189 = "GL_NV_fragdepth"
Extension #190 = "GL_NV_fragment_program"
Extension #191 = "GL_NV_fragment_program_option"
Extension #192 = "GL_NV_fragment_program2"
Extension #193 = "GL_NV_framebuffer_multisample_coverage"
Extension #194 = "GL_NV_geometry_shader4"
Extension #195 = "GL_NV_gpu_program4"
Extension #196 = "GL_NV_gpu_program4_1"
Extension #197 = "GL_NV_gpu_program5"
Extension #198 = "GL_NV_gpu_program_fp64"
Extension #199 = "GL_NV_gpu_shader5"
Extension #200 = "GL_NV_half_float"
Extension #201 = "GL_NV_light_max_exponent"
Extension #202 = "GL_NV_multisample_coverage"
Extension #203 = "GL_NV_multisample_filter_hint"
Extension #204 = "GL_NV_occlusion_query"
Extension #205 = "GL_NV_packed_depth_stencil"
Extension #206 = "GL_NV_parameter_buffer_object"
Extension #207 = "GL_NV_parameter_buffer_object2"
Extension #208 = "GL_NV_path_rendering"
Extension #209 = "GL_NV_pixel_data_range"
Extension #210 = "GL_NV_point_sprite"
Extension #211 = "GL_NV_primitive_restart"
Extension #212 = "GL_NV_register_combiners"
Extension #213 = "GL_NV_register_combiners2"
Extension #214 = "GL_NV_shader_atomic_counters"
Extension #215 = "GL_NV_shader_buffer_load"
Extension #216 = "GL_NV_texgen_reflection"
Extension #217 = "GL_NV_texture_barrier"
Extension #218 = "GL_NV_texture_compression_vtc"
Extension #219 = "GL_NV_texture_env_combine4"
Extension #220 = "GL_NV_texture_expand_normal"
Extension #221 = "GL_NV_texture_lod_clamp"
Extension #222 = "GL_NV_texture_multisample"
Extension #223 = "GL_NV_texture_rectangle"
Extension #224 = "GL_NV_texture_shader"
Extension #225 = "GL_NV_texture_shader2"
Extension #226 = "GL_NV_texture_shader3"
Extension #227 = "GL_NV_transform_feedback"
Extension #228 = "GL_NV_transform_feedback2"
Extension #229 = "GL_NV_vertex_array_range"
Extension #230 = "GL_NV_vertex_array_range2"
Extension #231 = "GL_NV_vertex_attrib_integer_64bit"
Extension #232 = "GL_NV_vertex_buffer_unified_memory"
Extension #233 = "GL_NV_vertex_program"
Extension #234 = "GL_NV_vertex_program1_1"
Extension #235 = "GL_NV_vertex_program2"
Extension #236 = "GL_NV_vertex_program2_option"
Extension #237 = "GL_NV_vertex_program3"
Extension #238 = "GL_NVX_conditional_render"
Extension #239 = "GL_NVX_gpu_memory_info"
Extension #240 = "GL_OES_depth24"
Extension #241 = "GL_OES_depth32"
Extension #242 = "GL_OES_depth_texture"
Extension #243 = "GL_OES_element_index_uint"
Extension #244 = "GL_OES_fbo_render_mipmap"
Extension #245 = "GL_OES_get_program_binary"
Extension #246 = "GL_OES_mapbuffer"
Extension #247 = "GL_OES_packed_depth_stencil"
Extension #248 = "GL_OES_rgb8_rgba8"
Extension #249 = "GL_OES_standard_derivatives"
Extension #250 = "GL_OES_texture_3D"
Extension #251 = "GL_OES_texture_float"
Extension #252 = "GL_OES_texture_float_linear"
Extension #253 = "GL_OES_texture_half_float"
Extension #254 = "GL_OES_texture_half_float_linear"
Extension #255 = "GL_OES_texture_npot"
Extension #256 = "GL_OES_vertex_array_object"
Extension #257 = "GL_OES_vertex_half_float"
Extension #258 = "GL_SGIS_generate_mipmap"
Extension #259 = "GL_SGIS_texture_lod"
Extension #260 = "GL_SGIX_depth_texture"
Extension #261 = "GL_SGIX_shadow"
Extension #262 = "GL_SUN_slice_accum"
Extension #263 = "GL_WIN_swap_hint"
Extension #264 = "WGL_EXT_swap_control"
The OpenGL context is inappropriate for Windows

Claggy

Claggy
Claggy
Joined: 29 Dec 06
Posts: 560
Credit: 2728533
RAC: 1295

On my ATOM N450 with it

Message 78217 in response to message 78214

On my ATOM N450 with it GM3150 (Only OpenGL 1.4 capable) i get:

solarsystem_stderr.txt:

WARN : OpenGLExts::acquire() : null pointer obtained for glGetStringi!

stderrgfx.txt:

18:30:04 (4164): Can't open init data file - running in standalone mode
No node found using XPath expression: /project_preferences/graphics/@fps
No node found using XPath expression: /project_preferences/graphics/@quality
No node found using XPath expression: /project_preferences/graphics/@width
No node found using XPath expression: /project_preferences/graphics/@height
OpenGLExts::acquire() : null pointer obtained for glGetStringi!

stdout.txt:

OpenGLExts::acquire() : null pointer obtained for glGetStringi!
Major version = 1
Minor version = 4
OpenGL version = 1.4
OpenGL vendor string = 'Intel'
OpenGL renderer string = 'Intel Pineview Platform'
Major version = 1
Minor version = 4
The OpenGL context is inappropriate for Windows

Claggy

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