This topic is now archived and is closed to further replies.


OpenGL unstable OpenGL

Recommended Posts

I was wondering if OpenGL crashes a lot. The reason I ask is because my Viper 770 crashes very frequently with OpenGL and almost never with D3D. I thought it was just a driver problem. Sometime later I was talking to my friend about his Voodoo 2 card and he told me that OpenGL crashes more than D3D does. And Please no OpenGL vs. DX wars.

Share this post

Link to post
Share on other sites
It could be my drivers. When I switch from Diamond''s to nVidia''s drivers, OpenGL is more stable, but the rest of my computer crashes a lot. The only reason I brought up this question is because my friend with the Voodoo 2 had OpenGL problems also.

Share this post

Link to post
Share on other sites
No API is inherently stable or unstable (though many would disagree with me about the Win32 API =). It''s a matter of the implementation. So it''s up to hardware vendors to provide quality drivers. And only recently have they begun to do just that--get serious about OpenGL support. 3dfx, though, has always provided half-a**ed OpenGL drivers, so saying that someone gets crashes on a Voodoo 2 is no surprise. =)

Share this post

Link to post
Share on other sites
Guest Anonymous Poster
Many video cards dont have full OpenGL support, and many dont have it at all! Go to the manufactor''s web site (i cant remember who made the Viper 770!), and check to see if OpenGL is fully supported. DirectX usually is, but that''s because Microsoft is so big and they pressure companies to support it, but I wont get into that now.


Share this post

Link to post
Share on other sites
I believe Mr. nes8bit's experience is special and limited.

According to my experience, Direct3D is much more unstable than OpenGL.

SlaveZero Demo stopped working on Direct7 and Geforce.
Many Direct3D games freeze with 3dfx boards.

The last problem has been known to some group of programmers. Genesis3D team pointed out the last problem, too.


Edited by - kate on 4/1/00 9:05:16 AM

Share this post

Link to post
Share on other sites
Anonymous Poster: Diamond made the Viper 770 and it runs the off of the TNT2 chipset
benjamin bunny: I have tried GLSetup and their drivers crash Explorer.
Kate: Experience? comon, I''m 15.

I thought it could be a driver problem in the start. When I heard of the Voodoo 2 crashing a lot more with OpenGL then I thought it could be an API problem. After reading about what merlin9x9 had to say, I now think that OpenGL is just neglected.

Share this post

Link to post
Share on other sites
Guest Anonymous Poster
Well, I''m a developer and have used opengl and DirectX both. The problem is that the makers of 3D graphic card have just started to support OpenGL. The problem is with the driver of course. About opengl you should know that it is the best 3D API ever made. OpenGL is much mature API then DirectX.

Share this post

Link to post
Share on other sites
I have a v770 myself, and I''ve never had any OpenGL program crash, with any version of the drivers. My guess would be that the card is conflicting with some other device on your computer. Check IRQs first, that''s a good guess. By the way, in my experience GLSetup has terrible drivers for some cards, especially those based on the TNT2 chipset. The latest drivers from Diamond''s website are very good; they let you customize how OpenGL programs will run (previously only available with DirectX programs). Hope all this helps.

BasketQase Software
Current Project: Hollow Point

Share this post

Link to post
Share on other sites
Speaking of Viper cards and OpenGL, I ran GLQuake on a Viper V330! Of course I had to try every damn opengl32.dll file I could find, but I think I ended up with Microsoft''s...

Why not try GLSetup? I found it quite helpful on older cards.

Daniel Netz, Sentinel Design
"I'm not stupid, I'm from Sweden" - Unknown

Share this post

Link to post
Share on other sites
Thanks Wraith, that is the response I wanted.(not being flamed) I''ll go check out the drivers and my card''s settings.

To everyone here: My friends ATI Rage does not crash in OpenGL on MY COMPUTER so it must be drivers or a conflict.

Share this post

Link to post
Share on other sites

  • Announcements

  • Forum Statistics

    • Total Topics
    • Total Posts
  • Similar Content

    • By DejayHextrix
      Hi, New here. 
      I need some help. My fiance and I like to play this mobile game online that goes by real time. Her and I are always working but when we have free time we like to play this game. We don't always got time throughout the day to Queue Buildings, troops, Upgrades....etc.... 
      I was told to look into DLL Injection and OpenGL/DirectX Hooking. Is this true? Is this what I need to learn? 
      How do I read the Android files, or modify the files, or get the in-game tags/variables for the game I want? 
      Any assistance on this would be most appreciated. I been everywhere and seems no one knows or is to lazy to help me out. It would be nice to have assistance for once. I don't know what I need to learn. 
      So links of topics I need to learn within the comment section would be SOOOOO.....Helpful. Anything to just get me started. 
      Dejay Hextrix 
    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By aejt
      I recently started getting into graphics programming (2nd try, first try was many years ago) and I'm working on a 3d rendering engine which I hope to be able to make a 3D game with sooner or later. I have plenty of C++ experience, but not a lot when it comes to graphics, and while it's definitely going much better this time, I'm having trouble figuring out how assets are usually handled by engines.
      I'm not having trouble with handling the GPU resources, but more so with how the resources should be defined and used in the system (materials, models, etc).
      This is my plan now, I've implemented most of it except for the XML parts and factories and those are the ones I'm not sure of at all:
      I have these classes:
      For GPU resources:
      Geometry: holds and manages everything needed to render a geometry: VAO, VBO, EBO. Texture: holds and manages a texture which is loaded into the GPU. Shader: holds and manages a shader which is loaded into the GPU. For assets relying on GPU resources:
      Material: holds a shader resource, multiple texture resources, as well as uniform settings. Mesh: holds a geometry and a material. Model: holds multiple meshes, possibly in a tree structure to more easily support skinning later on? For handling GPU resources:
      ResourceCache<T>: T can be any resource loaded into the GPU. It owns these resources and only hands out handles to them on request (currently string identifiers are used when requesting handles, but all resources are stored in a vector and each handle only contains resource's index in that vector) Resource<T>: The handles given out from ResourceCache. The handles are reference counted and to get the underlying resource you simply deference like with pointers (*handle).  
      And my plan is to define everything into these XML documents to abstract away files:
      Resources.xml for ref-counted GPU resources (geometry, shaders, textures) Resources are assigned names/ids and resource files, and possibly some attributes (what vertex attributes does this geometry have? what vertex attributes does this shader expect? what uniforms does this shader use? and so on) Are reference counted using ResourceCache<T> Assets.xml for assets using the GPU resources (materials, meshes, models) Assets are not reference counted, but they hold handles to ref-counted resources. References the resources defined in Resources.xml by names/ids. The XMLs are loaded into some structure in memory which is then used for loading the resources/assets using factory classes:
      Factory classes for resources:
      For example, a texture factory could contain the texture definitions from the XML containing data about textures in the game, as well as a cache containing all loaded textures. This means it has mappings from each name/id to a file and when asked to load a texture with a name/id, it can look up its path and use a "BinaryLoader" to either load the file and create the resource directly, or asynchronously load the file's data into a queue which then can be read from later to create the resources synchronously in the GL context. These factories only return handles.
      Factory classes for assets:
      Much like for resources, these classes contain the definitions for the assets they can load. For example, with the definition the MaterialFactory will know which shader, textures and possibly uniform a certain material has, and with the help of TextureFactory and ShaderFactory, it can retrieve handles to the resources it needs (Shader + Textures), setup itself from XML data (uniform values), and return a created instance of requested material. These factories return actual instances, not handles (but the instances contain handles).
      Is this a good or commonly used approach? Is this going to bite me in the ass later on? Are there other more preferable approaches? Is this outside of the scope of a 3d renderer and should be on the engine side? I'd love to receive and kind of advice or suggestions!
    • By nedondev
      I 'm learning how to create game by using opengl with c/c++ coding, so here is my fist game. In video description also have game contain in Dropbox. May be I will make it better in future.
    • By Abecederia
      So I've recently started learning some GLSL and now I'm toying with a POM shader. I'm trying to optimize it and notice that it starts having issues at high texture sizes, especially with self-shadowing.
      Now I know POM is expensive either way, but would pulling the heightmap out of the normalmap alpha channel and in it's own 8bit texture make doing all those dozens of texture fetches more cheap? Or is everything in the cache aligned to 32bit anyway? I haven't implemented texture compression yet, I think that would help? But regardless, should there be a performance boost from decoupling the heightmap? I could also keep it in a lower resolution than the normalmap if that would improve performance.
      Any help is much appreciated, please keep in mind I'm somewhat of a newbie. Thanks!
  • Popular Now