I have been having problem with compiling gpu particle system example provided with of 0.8.4
I am using windows 8.1
The output window is black showing only the framerate on the top.
Here is the console output ->
Any help …?
Thanks !
I have been having problem with compiling gpu particle system example provided with of 0.8.4
I am using windows 8.1
The output window is black showing only the framerate on the top.
Here is the console output ->
Any help …?
Thanks !
That’s probably from the OpenGL version you are using. Apparently you should be using version 3.3 or higher.
You can either change the OpenGL version or change the renderer. Make sure your card is compatible.
I checked , my Opengl version is 4.3 but still not working…
can you run the glInfo example in examples/gl/glInfo and report back what it produces (it makes a large text file with opengl capabilities of your card)
Thanks @chuckleplant and @zach
Seems like I found the culprit : Intel HD 4600 .
I was running on power-saver(manual switch) mode and the default gpu was intel 4600 but when I switched back to my my nvidia card it ran fine .
Here is the intel info ->
and here is the nvidia info ->
but according to me it should still run on intels gpu ,right ?
Here is the full HD 4600 report ->
-------------------------------------------------
opengl info
-------------------------------------------------
version=4.3.0 - Build 10.18.10.3960
vendor=Intel
renderer=Intel(R) HD Graphics 4600
-------------------------------------------------
opengl limits
-------------------------------------------------
OpenGL limits:
GL_MAX_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIP_PLANES = 8
GL_MAX_COLOR_MATRIX_STACK_DEPTH = 2
GL_MAX_ELEMENTS_VERTICES = 1048576
GL_MAX_ELEMENTS_INDICES = 1048576
GL_MAX_EVAL_ORDER = 32
GL_MAX_LIGHTS = 8
GL_MAX_LIST_NESTING = 64
GL_MAX_MODELVIEW_STACK_DEPTH = 32
GL_MAX_NAME_STACK_DEPTH = 128
GL_MAX_PIXEL_MAP_TABLE = 65536
GL_MAX_PROJECTION_STACK_DEPTH = 4
GL_MAX_TEXTURE_STACK_DEPTH = 10
GL_MAX_TEXTURE_SIZE = 16384
GL_MAX_3D_TEXTURE_SIZE = 2048
GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 16384
GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 20
GL_MAX_TEXTURE_UNITS_ARB = 8
GL_MAX_TEXTURE_LOD_BIAS_EXT = 15
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16
GL_MAX_VIEWPORT_DIMS = 16384, 16384
GL_ALIASED_LINE_WIDTH_RANGE = 1, 7
GL_SMOOTH_LINE_WIDTH_RANGE = 0, 7
GL_ALIASED_POINT_SIZE_RANGE = 1, 255
GL_SMOOTH_POINT_SIZE_RANGE = 1, 20
-------------------------------------------------
shader limits
-------------------------------------------------
Shader limits:
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 4096
GL_MAX_VARYING_FLOATS = 64
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 32
GL_MAX_TEXTURE_IMAGE_UNITS = 32
-------------------------------------------------
available extensions
-------------------------------------------------
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_blend_color,
GL_EXT_abgr, GL_EXT_texture3D, GL_EXT_clip_volume_hint,
GL_EXT_compiled_vertex_array, GL_SGIS_texture_edge_clamp,
GL_SGIS_generate_mipmap, GL_EXT_draw_range_elements, GL_SGIS_texture_lod,
GL_EXT_rescale_normal, GL_EXT_packed_pixels, GL_EXT_texture_edge_clamp,
GL_EXT_separate_specular_color, GL_ARB_multitexture,
GL_ARB_map_buffer_alignment, GL_ARB_conservative_depth,
GL_EXT_texture_env_combine, GL_EXT_bgra, GL_EXT_blend_func_separate,
GL_EXT_secondary_color, GL_EXT_fog_coord, GL_EXT_texture_env_add,
GL_ARB_texture_cube_map, GL_ARB_transpose_matrix,
GL_ARB_internalformat_query, GL_ARB_internalformat_query2,
GL_ARB_texture_env_add, GL_IBM_texture_mirrored_repeat,
GL_EXT_multi_draw_arrays, GL_SUN_multi_draw_arrays, GL_NV_blend_square,
GL_ARB_texture_compression, GL_3DFX_texture_compression_FXT1,
GL_EXT_texture_filter_anisotropic, GL_ARB_texture_border_clamp,
GL_ARB_point_parameters, GL_ARB_texture_env_combine,
GL_ARB_texture_env_dot3, GL_ARB_texture_env_crossbar,
GL_EXT_texture_compression_s3tc, GL_ARB_shadow, GL_ARB_window_pos,
GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_ARB_vertex_program,
GL_EXT_texture_rectangle, GL_ARB_fragment_program,
GL_EXT_stencil_two_side, GL_ATI_separate_stencil,
GL_ARB_vertex_buffer_object, GL_EXT_texture_lod_bias,
GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_shader_objects,
GL_ARB_shading_language_100, GL_ARB_texture_non_power_of_two,
GL_ARB_vertex_shader, GL_NV_texgen_reflection, GL_ARB_point_sprite,
GL_ARB_fragment_program_shadow, GL_EXT_blend_equation_separate,
GL_ARB_depth_texture, GL_ARB_texture_rectangle, GL_ARB_draw_buffers,
GL_ARB_color_buffer_float, GL_ARB_half_float_pixel, GL_ARB_texture_float,
GL_ARB_pixel_buffer_object, GL_EXT_framebuffer_object,
GL_ARB_draw_instanced, GL_ARB_half_float_vertex, GL_ARB_occlusion_query2,
GL_EXT_draw_buffers2, GL_WIN_swap_hint, GL_EXT_texture_sRGB,
GL_ARB_multisample, GL_EXT_packed_float, GL_EXT_texture_shared_exponent,
GL_ARB_texture_rg, GL_ARB_texture_compression_rgtc,
GL_NV_conditional_render, GL_ARB_texture_swizzle, GL_EXT_texture_swizzle,
GL_ARB_texture_gather, GL_ARB_sync, GL_ARB_cl_event,
GL_ARB_framebuffer_sRGB, GL_EXT_packed_depth_stencil,
GL_ARB_depth_buffer_float, GL_EXT_transform_feedback,
GL_ARB_transform_feedback2, GL_ARB_draw_indirect, GL_EXT_framebuffer_blit,
GL_EXT_framebuffer_multisample, GL_ARB_framebuffer_object,
GL_ARB_framebuffer_no_attachments, GL_EXT_texture_array,
GL_EXT_texture_integer, GL_ARB_map_buffer_range,
GL_ARB_texture_buffer_range, GL_EXT_texture_snorm,
GL_ARB_blend_func_extended, GL_INTEL_performance_queries,
GL_INTEL_performance_query, GL_ARB_copy_buffer, GL_ARB_sampler_objects,
GL_NV_primitive_restart, GL_ARB_seamless_cube_map,
GL_ARB_uniform_buffer_object, GL_ARB_depth_clamp,
GL_ARB_vertex_array_bgra, GL_ARB_shader_bit_encoding,
GL_ARB_draw_buffers_blend, GL_ARB_geometry_shader4,
GL_EXT_geometry_shader4, GL_ARB_texture_query_lod,
GL_ARB_explicit_attrib_location, GL_ARB_draw_elements_base_vertex,
GL_ARB_instanced_arrays, GL_ARB_base_instance,
GL_ARB_fragment_coord_conventions, GL_EXT_gpu_program_parameters,
GL_ARB_texture_buffer_object_rgb32, GL_ARB_compatibility,
GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_multisample,
GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_timer_query,
GL_ARB_tessellation_shader, GL_ARB_vertex_array_object,
GL_ARB_provoking_vertex, GL_ARB_sample_shading,
GL_ARB_texture_cube_map_array, GL_EXT_gpu_shader4, GL_ARB_gpu_shader5,
GL_ARB_gpu_shader_fp64, GL_INTEL_fragment_shader_ordering,
GL_EXT_clip_control, GL_ARB_shader_subroutine, GL_ARB_transform_feedback3,
GL_ARB_get_program_binary, GL_ARB_separate_shader_objects,
GL_ARB_shader_precision, GL_ARB_vertex_attrib_64bit,
GL_ARB_viewport_array, GL_ARB_transform_feedback_instanced,
GL_ARB_compressed_texture_pixel_storage, GL_ARB_shader_atomic_counters,
GL_ARB_shading_language_packing, GL_ARB_shader_image_load_store,
GL_ARB_shading_language_420pack, GL_ARB_texture_storage,
GL_EXT_texture_storage, GL_ARB_compute_shader,
GL_ARB_vertex_attrib_binding, GL_ARB_texture_view,
GL_ARB_fragment_layer_viewport, GL_ARB_multi_draw_indirect,
GL_ARB_program_interface_query, GL_ARB_shader_image_size,
GL_ARB_shader_storage_buffer_object, GL_ARB_texture_storage_multisample,
GL_ARB_buffer_storage, GL_AMD_vertex_shader_layer,
GL_AMD_vertex_shader_viewport_index, GL_ARB_debug_output, GL_KHR_debug,
GL_ARB_arrays_of_arrays, GL_ARB_texture_query_levels,
GL_ARB_invalidate_subdata, GL_ARB_clear_buffer_object,
GL_ARB_texture_mirror_clamp_to_edge, GL_INTEL_map_texture,
GL_ARB_texture_compression_bptc, GL_ARB_ES2_compatibility,
GL_ARB_ES3_compatibility, GL_ARB_robustness,
GL_ARB_robust_buffer_access_behavior, GL_EXT_texture_sRGB_decode,
GL_ARB_copy_image, GL_KHR_blend_equation_advanced,
GL_EXT_direct_state_access, GL_ARB_stencil_texturing,
GL_ARB_texture_stencil8, GL_ARB_explicit_uniform_location
-------------------------------------------------
opengl calls available
-------------------------------------------------
GL_VERSION_1_1: OK
---------------
GL_VERSION_1_2: OK
---------------
glCopyTexSubImage3D: OK
glDrawRangeElements: OK
glTexImage3D: OK
glTexSubImage3D: OK
GL_VERSION_1_2_1: OK
-----------------
GL_VERSION_1_3: OK
---------------
glActiveTexture: OK
glClientActiveTexture: OK
glCompressedTexImage1D: OK
glCompressedTexImage2D: OK
glCompressedTexImage3D: OK
glCompressedTexSubImage1D: OK
glCompressedTexSubImage2D: OK
glCompressedTexSubImage3D: OK
glGetCompressedTexImage: OK
glLoadTransposeMatrixd: OK
glLoadTransposeMatrixf: OK
glMultTransposeMatrixd: OK
glMultTransposeMatrixf: OK
glMultiTexCoord1d: OK
glMultiTexCoord1dv: OK
glMultiTexCoord1f: OK
glMultiTexCoord1fv: OK
glMultiTexCoord1i: OK
glMultiTexCoord1iv: OK
glMultiTexCoord1s: OK
glMultiTexCoord1sv: OK
glMultiTexCoord2d: OK
glMultiTexCoord2dv: OK
glMultiTexCoord2f: OK
glMultiTexCoord2fv: OK
glMultiTexCoord2i: OK
glMultiTexCoord2iv: OK
glMultiTexCoord2s: OK
glMultiTexCoord2sv: OK
glMultiTexCoord3d: OK
glMultiTexCoord3dv: OK
glMultiTexCoord3f: OK
glMultiTexCoord3fv: OK
glMultiTexCoord3i: OK
glMultiTexCoord3iv: OK
glMultiTexCoord3s: OK
glMultiTexCoord3sv: OK
glMultiTexCoord4d: OK
glMultiTexCoord4dv: OK
glMultiTexCoord4f: OK
glMultiTexCoord4fv: OK
glMultiTexCoord4i: OK
glMultiTexCoord4iv: OK
glMultiTexCoord4s: OK
glMultiTexCoord4sv: OK
glSampleCoverage: OK
GL_VERSION_1_4: OK
---------------
glBlendColor: OK
glBlendEquation: OK
glBlendFuncSeparate: OK
glFogCoordPointer: OK
glFogCoordd: OK
glFogCoorddv: OK
glFogCoordf: OK
glFogCoordfv: OK
glMultiDrawArrays: OK
glMultiDrawElements: OK
glPointParameterf: OK
glPointParameterfv: OK
glPointParameteri: OK
glPointParameteriv: OK
glSecondaryColor3b: OK
glSecondaryColor3bv: OK
glSecondaryColor3d: OK
glSecondaryColor3dv: OK
glSecondaryColor3f: OK
glSecondaryColor3fv: OK
glSecondaryColor3i: OK
glSecondaryColor3iv: OK
glSecondaryColor3s: OK
glSecondaryColor3sv: OK
glSecondaryColor3ub: OK
glSecondaryColor3ubv: OK
glSecondaryColor3ui: OK
glSecondaryColor3uiv: OK
glSecondaryColor3us: OK
glSecondaryColor3usv: OK
glSecondaryColorPointer: OK
glWindowPos2d: OK
glWindowPos2dv: OK
glWindowPos2f: OK
glWindowPos2fv: OK
glWindowPos2i: OK
glWindowPos2iv: OK
glWindowPos2s: OK
glWindowPos2sv: OK
glWindowPos3d: OK
glWindowPos3dv: OK
glWindowPos3f: OK
glWindowPos3fv: OK
glWindowPos3i: OK
glWindowPos3iv: OK
glWindowPos3s: OK
glWindowPos3sv: OK
GL_VERSION_1_5: OK
---------------
glBeginQuery: OK
glBindBuffer: OK
glBufferData: OK
glBufferSubData: OK
glDeleteBuffers: OK
glDeleteQueries: OK
glEndQuery: OK
glGenBuffers: OK
glGenQueries: OK
glGetBufferParameteriv: OK
glGetBufferPointerv: OK
glGetBufferSubData: OK
glGetQueryObjectiv: OK
glGetQueryObjectuiv: OK
glGetQueryiv: OK
glIsBuffer: OK
glIsQuery: OK
glMapBuffer: OK
glUnmapBuffer: OK
GL_VERSION_2_0: OK
---------------
glAttachShader: OK
glBindAttribLocation: OK
glBlendEquationSeparate: OK
glCompileShader: OK
glCreateProgram: OK
glCreateShader: OK
glDeleteProgram: OK
glDeleteShader: OK
glDetachShader: OK
glDisableVertexAttribArray: OK
glDrawBuffers: OK
glEnableVertexAttribArray: OK
glGetActiveAttrib: OK
glGetActiveUniform: OK
glGetAttachedShaders: OK
glGetAttribLocation: OK
glGetProgramInfoLog: OK
glGetProgramiv: OK
glGetShaderInfoLog: OK
glGetShaderSource: OK
glGetShaderiv: OK
glGetUniformLocation: OK
glGetUniformfv: OK
glGetUniformiv: OK
glGetVertexAttribPointerv: OK
glGetVertexAttribdv: OK
glGetVertexAttribfv: OK
glGetVertexAttribiv: OK
glIsProgram: OK
glIsShader: OK
glLinkProgram: OK
glShaderSource: OK
glStencilFuncSeparate: OK
glStencilMaskSeparate: OK
glStencilOpSeparate: OK
glUniform1f: OK
glUniform1fv: OK
glUniform1i: OK
glUniform1iv: OK
glUniform2f: OK
glUniform2fv: OK
glUniform2i: OK
glUniform2iv: OK
glUniform3f: OK
glUniform3fv: OK
glUniform3i: OK
glUniform3iv: OK
glUniform4f: OK
glUniform4fv: OK
glUniform4i: OK
glUniform4iv: OK
glUniformMatrix2fv: OK
glUniformMatrix3fv: OK
glUniformMatrix4fv: OK
glUseProgram: OK
glValidateProgram: OK
glVertexAttrib1d: OK
glVertexAttrib1dv: OK
glVertexAttrib1f: OK
glVertexAttrib1fv: OK
glVertexAttrib1s: OK
glVertexAttrib1sv: OK
glVertexAttrib2d: OK
glVertexAttrib2dv: OK
glVertexAttrib2f: OK
glVertexAttrib2fv: OK
glVertexAttrib2s: OK
glVertexAttrib2sv: OK
glVertexAttrib3d: OK
glVertexAttrib3dv: OK
glVertexAttrib3f: OK
glVertexAttrib3fv: OK
glVertexAttrib3s: OK
glVertexAttrib3sv: OK
glVertexAttrib4Nbv: OK
glVertexAttrib4Niv: OK
glVertexAttrib4Nsv: OK
glVertexAttrib4Nub: OK
glVertexAttrib4Nubv: OK
glVertexAttrib4Nuiv: OK
glVertexAttrib4Nusv: OK
glVertexAttrib4bv: OK
glVertexAttrib4d: OK
glVertexAttrib4dv: OK
glVertexAttrib4f: OK
glVertexAttrib4fv: OK
glVertexAttrib4iv: OK
glVertexAttrib4s: OK
glVertexAttrib4sv: OK
glVertexAttrib4ubv: OK
glVertexAttrib4uiv: OK
glVertexAttrib4usv: OK
glVertexAttribPointer: OK
GL_VERSION_2_1: OK
---------------
glUniformMatrix2x3fv: OK
glUniformMatrix2x4fv: OK
glUniformMatrix3x2fv: OK
glUniformMatrix3x4fv: OK
glUniformMatrix4x2fv: OK
glUniformMatrix4x3fv: OK
GL_VERSION_3_0: OK
---------------
glBeginConditionalRender: OK
glBeginTransformFeedback: OK
glBindFragDataLocation: OK
glClampColor: OK
glClearBufferfi: OK
glClearBufferfv: OK
glClearBufferiv: OK
glClearBufferuiv: OK
glColorMaski: OK
glDisablei: OK
glEnablei: OK
glEndConditionalRender: OK
glEndTransformFeedback: OK
glGetBooleani_v: OK
glGetFragDataLocation: OK
glGetStringi: OK
glGetTexParameterIiv: OK
glGetTexParameterIuiv: OK
glGetTransformFeedbackVarying: OK
glGetUniformuiv: OK
glGetVertexAttribIiv: OK
glGetVertexAttribIuiv: OK
glIsEnabledi: OK
glTexParameterIiv: OK
glTexParameterIuiv: OK
glTransformFeedbackVaryings: OK
glUniform1ui: OK
glUniform1uiv: OK
glUniform2ui: OK
glUniform2uiv: OK
glUniform3ui: OK
glUniform3uiv: OK
glUniform4ui: OK
glUniform4uiv: OK
glVertexAttribI1i: OK
glVertexAttribI1iv: OK
glVertexAttribI1ui: OK
glVertexAttribI1uiv: OK
glVertexAttribI2i: OK
glVertexAttribI2iv: OK
glVertexAttribI2ui: OK
glVertexAttribI2uiv: OK
glVertexAttribI3i: OK
glVertexAttribI3iv: OK
glVertexAttribI3ui: OK
glVertexAttribI3uiv: OK
glVertexAttribI4bv: OK
glVertexAttribI4i: OK
glVertexAttribI4iv: OK
glVertexAttribI4sv: OK
glVertexAttribI4ubv: OK
glVertexAttribI4ui: OK
glVertexAttribI4uiv: OK
glVertexAttribI4usv: OK
glVertexAttribIPointer: OK
GL_VERSION_3_1: OK
---------------
glDrawArraysInstanced: OK
glDrawElementsInstanced: OK
glPrimitiveRestartIndex: OK
glTexBuffer: OK
GL_VERSION_3_2: OK
---------------
glFramebufferTexture: OK
glGetBufferParameteri64v: OK
glGetInteger64i_v: OK
GL_VERSION_3_3: OK
---------------
glVertexAttribDivisor: OK
GL_VERSION_4_0: OK
---------------
glBlendEquationSeparatei: OK
glBlendEquationi: OK
glBlendFuncSeparatei: OK
glBlendFunci: OK
glMinSampleShading: OK
GL_VERSION_4_1: OK
---------------
will test on seperate cpu with intel HD 5000 and report it too…
great! yeah the opengl info app is useful for debugging these things, since all cards have different levels of support etc. It also can help you just know what’s running on machines that switch graphics card. I don’t know about other platforms, but on OSX there’s a great app called gfxStatus which lets you see what graphics card is in operation and even lock the system to one or the other.
I have one question regarding this, since my intel chip was on OpenGL 4.3 and everything was ok why was not the example running ? What could be the problem ?
Thanks!
i have exactly the same problem. my notepad has one AMD card and one Nvidia card. AMD card is opengl4.3. nvidia card is opengl4.4. both cards are OK with glinfo. but the gpu particle example only runs with Nvidia card.