Only white textures on a Windows system with an Intel graphics card - How to debug?
Members - Reputation: 197
Posted 01 November 2012 - 08:21 AM
I'm really stumped with an issue here: I'm working on a 2D game that uses SDL and OpenGL. But for some reason, all textures are white on one particular laptop, under Windows. It works fine under Linux on the very same laptop. It also works fine on another Windows system I have access to.
My only hunch is that it might have something to do with the graphics drivers. It's an older Dell laptop with a Intel 915GM/GMS graphics card, and the official drivers from the CD.
I have no idea how to debug this, what can I try?
Crossbones+ - Reputation: 1487
Posted 01 November 2012 - 01:00 PM
Crossbones+ - Reputation: 7803
Posted 01 November 2012 - 07:21 PM
Options? Since it's a 2D game you may be able to get away with GL_ARB_texture_rectangle if supported and if you can live with it's restrictions. You may be able to pad your textures up to a power of two. Or you may be able to resample them up. Or put them into a power of two texture atlas. But preferably you should consider creating power of two source artwork.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
Members - Reputation: 805
Posted 02 November 2012 - 05:24 AM
an open source GLU replacement library. Much more modern than GLU.
float matrix, inverse_matrix;
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhScalef2(matrix, 1.0, 1.0, -1.0);
glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);