Archived

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

genjuro_lyb

OpenGL Why my FX5200 does not support any OpenGL extensions?

Recommended Posts

serveral days ago, I use Win2000 and default FX5200 driver , and download nVidia cg tutorial examples, most of them run seem ok, just servial[C9_toonshading] fail. so i wanna each of them works, downloaded a new nVidia display driver, after installation, i found each tutorial failed for that: "Sorry, you won''t be able to view any effect because you hardware does not supoort the following extensions: GL_ARB_vertex_program GL_ARB_multitexture GL_ARB_texture_compression GL_EXT_texture_compression_s3tc " Thank you all view this topic. Any answer would be appreciated.

Share this post


Link to post
Share on other sites
I know for a fact that that card on WinXP using NVIDIA detonator drivers supports many extensions.

Most likely the "default" windows certified labs driver is your problem - but there might also be a few small issues due to being on Windows 2000 (I don''t think there are any openGL extensions that wouldn''t be supported there, but just thought you might like to know that the hardware acceleration under Windows 2000 is more limited than under Windows XP - due to more ridgid rules in the driver HAL/HEL model)

Share this post


Link to post
Share on other sites
Reinstall latest nVidia drivers. Uninstall any previous display driver before installing the new one.



"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
quote:
Original post by Luke Philpot
format

edit: then get the latest drivers from www.guru3d.com



Don''t format! Just go to <a href="http://www.nvidia.com">nVidia</a> and download newest detornator drivers.

Share this post


Link to post
Share on other sites
quote:
Original post by CPPMaster Poppet
Reinstall latest nVidia drivers. Uninstall any previous display driver before installing the new one.



"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"




CPPMaster Poppet is correct, but just to be on the safe side...

1.Boot your computer into safe mode.
2.Open up controlpanel->sysntem->device manager.
3.Remove ALL display adapters
4.Open up the Add/remove software.
5.See if you have anything in there that may be a driver. (I had this problem once...woked fine after i removed it..)
6.Reboot the comp. again and start normaly.
7.Now Win should detect you have a new GFX device, and you can intall that followed by the newest detonator.

[edited by - Android_s on May 21, 2004 6:43:05 AM]

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
I''m having the same problem, XP Pro + SP1 + official 56.72 drivers + DirectX Retail (+Debug) 9.0b ...

Any solutions for this ??

Share this post


Link to post
Share on other sites
quote:
Original post by Anonymous Poster
I''m having the same problem, XP Pro + SP1 + official 56.72 drivers + DirectX Retail (+Debug) 9.0b ...

Any solutions for this ??


Sorry, I''ve no ideas. Just curious why you included your version of DirectX...

Share this post


Link to post
Share on other sites
quote:
Original post by genjuro_lyb
I upgrade my OS to XP professional,
reinstall a lastest nVidia FX5200 driver,

but all them still do not work.

But thank you all that help me.



Did you format your harddrive between the installs, or did you just upgrade your version of 2000? Chanses are you still have all programs/devices in XP if you upgraded. And that lead me to the next question, did you try what i said? ...just want to make sure

Share this post


Link to post
Share on other sites

  • Forum Statistics

    • Total Topics
      627737
    • Total Posts
      2978873
  • Similar Content

    • By DelicateTreeFrog
      Hello! As an exercise for delving into modern OpenGL, I'm creating a simple .obj renderer. I want to support things like varying degrees of specularity, geometry opacity, things like that, on a per-material basis. Different materials can also have different textures. Basic .obj necessities. I've done this in old school OpenGL, but modern OpenGL has its own thing going on, and I'd like to conform as closely to the standards as possible so as to keep the program running correctly, and I'm hoping to avoid picking up bad habits this early on.
      Reading around on the OpenGL Wiki, one tip in particular really stands out to me on this page:
      For something like a renderer for .obj files, this sort of thing seems almost ideal, but according to the wiki, it's a bad idea. Interesting to note!
      So, here's what the plan is so far as far as loading goes:
      Set up a type for materials so that materials can be created and destroyed. They will contain things like diffuse color, diffuse texture, geometry opacity, and so on, for each material in the .mtl file. Since .obj files are conveniently split up by material, I can load different groups of vertices/normals/UVs and triangles into different blocks of data for different models. When it comes to the rendering, I get a bit lost. I can either:
      Between drawing triangle groups, call glUseProgram to use a different shader for that particular geometry (so a unique shader just for the material that is shared by this triangle group). or
      Between drawing triangle groups, call glUniform a few times to adjust different parameters within the "master shader", such as specularity, diffuse color, and geometry opacity. In both cases, I still have to call glBindTexture between drawing triangle groups in order to bind the diffuse texture used by the material, so there doesn't seem to be a way around having the CPU do *something* during the rendering process instead of letting the GPU do everything all at once.
      The second option here seems less cluttered, however. There are less shaders to keep up with while one "master shader" handles it all. I don't have to duplicate any code or compile multiple shaders. Arguably, I could always have the shader program for each material be embedded in the material itself, and be auto-generated upon loading the material from the .mtl file. But this still leads to constantly calling glUseProgram, much more than is probably necessary in order to properly render the .obj. There seem to be a number of differing opinions on if it's okay to use hundreds of shaders or if it's best to just use tens of shaders.
      So, ultimately, what is the "right" way to do this? Does using a "master shader" (or a few variants of one) bog down the system compared to using hundreds of shader programs each dedicated to their own corresponding materials? Keeping in mind that the "master shaders" would have to track these additional uniforms and potentially have numerous branches of ifs, it may be possible that the ifs will lead to additional and unnecessary processing. But would that more expensive than constantly calling glUseProgram to switch shaders, or storing the shaders to begin with?
      With all these angles to consider, it's difficult to come to a conclusion. Both possible methods work, and both seem rather convenient for their own reasons, but which is the most performant? Please help this beginner/dummy understand. Thank you!
    • By JJCDeveloper
      I want to make professional java 3d game with server program and database,packet handling for multiplayer and client-server communicating,maps rendering,models,and stuffs Which aspect of java can I learn and where can I learn java Lwjgl OpenGL rendering Like minecraft and world of tanks
    • By AyeRonTarpas
      A friend of mine and I are making a 2D game engine as a learning experience and to hopefully build upon the experience in the long run.

      -What I'm using:
          C++;. Since im learning this language while in college and its one of the popular language to make games with why not.     Visual Studios; Im using a windows so yea.     SDL or GLFW; was thinking about SDL since i do some research on it where it is catching my interest but i hear SDL is a huge package compared to GLFW, so i may do GLFW to start with as learning since i may get overwhelmed with SDL.  
      -Questions
      Knowing what we want in the engine what should our main focus be in terms of learning. File managements, with headers, functions ect. How can i properly manage files with out confusing myself and my friend when sharing code. Alternative to Visual studios: My friend has a mac and cant properly use Vis studios, is there another alternative to it?  
    • By ferreiradaselva
      Both functions are available since 3.0, and I'm currently using `glMapBuffer()`, which works fine.
      But, I was wondering if anyone has experienced advantage in using `glMapBufferRange()`, which allows to specify the range of the mapped buffer. Could this be only a safety measure or does it improve performance?
      Note: I'm not asking about glBufferSubData()/glBufferData. Those two are irrelevant in this case.
    • By xhcao
      Before using void glBindImageTexture(    GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness. 
  • Popular Now