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SteQve

OpenGL OpenGL stopped working in my application today

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SteQve    118
I updated my drivers from ATI yesterday. And my windows-application won't show any graphic anymore. I downloaded a NeHe demo, and it works fine. Although I cannot see the difference to my program. Calls to wglCreateContext and wglMakeCurrent works fine. And glGetError returns 0 on every call. The pixelformat is set without problems. How can I debug my program? All seems fine, but nothing works. WM_PAINT messages are received, so the graphics _should_ show up... I understand that this might be a complex problem. But the code has worked for months, and I checked it with SourceSafe and I didn't change any code after the driverupdate. Therefore there must be a bug in my program, but I just can't find it. Any ideas of where to start looking for the bug?

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soconne    105
Post the code for the initialization of OpenGL in your window as well as your render function. Are you calling SwapBuffers at the end of each frame ?

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SteQve    118

Pixelformat:
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_DRAW_TO_BITMAP,
PFD_TYPE_RGBA,
32,
8,
16,
8,
8,
8,
0,
0,
0,
64,
16,
16,
16,
16,
32,
8,
0,
0,
0,
0,
0,
0 };



Before render:

wglMakeCurrent(m_hdc, m_hGLContext )
glLoadIdentity();
glViewport(0,0, 300, 300 );
glOrtho(0, 300, 0, 300, 1.0, -1.0);

Render:
I'm just trying to draw a line...

glBegin(GL_LINES);
glVertex2d(0, 0);
glVertex2d(100, 1000);
glEnd();


After render:

glFlush();
glFinish();
::SwapBuffers(m_hdc);

Anything else?

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Drew_Benton    1861
I noticed that you are using PFD_DRAW_TO_BITMAP AND PFD_DRAW_TO_WINDOW. I do not think that will work correctly. I looked it up in NeHe's code and he has this:

static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};




So try only using the PFD_DRAW_TO_WINDOW and see if that works correctly.

- Drew

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SteQve    118
Quote:
Original post by Drew_Benton
I noticed that you are using PFD_DRAW_TO_BITMAP AND PFD_DRAW_TO_WINDOW. I do not think that will work correctly. I looked it up in NeHe's code and he has this:
*** Source Snippet Removed ***

So try only using the PFD_DRAW_TO_WINDOW and see if that works correctly.

- Drew


No, it didn't change anything.

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jeroenb    282
Maybe calling glClear or something like that helps? Setting the color to glClearColor( 0,0,0,0 ) and then calling the clear each frame, just after the wglSetCurrent call.

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SteQve    118
Quote:
Original post by jeroenb
Maybe calling glClear or something like that helps? Setting the color to glClearColor( 0,0,0,0 ) and then calling the clear each frame, just after the wglSetCurrent call.


No, still nothing. And glGetError only reports 0.

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Ademan555    361
paste your full source code with [_source_] [_/source_] tags (without underscores)
try setting clear color to red, is your screen red then? If so its a drawing problem

hope that helps
-Dan

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SteQve    118


bool InitGL()
{
m_GLPixelIndex = ChoosePixelFormat( m_hdc, &g_WinGLPixelFormatDescriptor );

if( !m_GLPixelIndex ){
m_GLPixelIndex = 1;

if( !DescribePixelFormat(m_hdc, m_GLPixelIndex, g_WinGLPixelFormatDescriptor.nSize, &g_WinGLPixelFormatDescriptor ) ){
return false;
}

}

if( !SetPixelFormat(m_hdc, m_GLPixelIndex, &g_WinGLPixelFormatDescriptor ) ){
return false;
}


m_hGLContext = wglCreateContext( m_hdc );

if( !m_hGLContext ) return false;

return true
}

on WM_PAINT

wglMakeCurrent(m_hdc, m_hGLContext )
glLoadIdentity();
glViewport(0,0, 300, 300 );
glOrtho(0, 300, 0, 300, 1.0, -1.0);

glBegin(GL_LINES);
glVertex2d(0, 0);
glVertex2d(100, 1000);
glEnd();

glFlush();
glFinish();
::SwapBuffers(m_hdc);




This function never fail. Is there more code missing?

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SteQve    118


My window-class...



wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = ApplicationWindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInst;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL,IDC_ARROW);
wc.hbrBackground = GetSysColorBrush( COLOR_BTNFACE );
wc.lpszMenuName = NULL;
wc.lpszClassName = "WinGL";
wc.hIconSm = NULL;

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SteQve    118

What more than windowclass and pixelformat could cause problems? What more is required to initialize openGL (except for wglCreateContext of cource)

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SteQve    118



m_hwnd=CreateWindowEx( WS_EX_APPWINDOW | WS_EX_WINDOWEDGE, // Extended Style For The Window
"WinGL", // Class Name
"", // Window Title
WS_OVERLAPPEDWINDOW | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
width, // Calculate Window Width
height, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
m_hInstance, // Instance
NULL);




The WNDCLASSEX is ecact as the one NeHe used.

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SteQve    118


I added wglSwapLayerBuffers(m_hdc, WGL_SWAP_MAIN_PLANE );

instead of 'SwapBuffers' and then the window was filled with crap. So some kind of interface is running...but the gfx I draw isn't shown.

Any new clues?

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qesbit    100
OMG.. yeah, there is a reason your code does not work.

You have to set up the projection and model view matrix. What the hell are you loading it to in there??

wglMakeCurrent(hdc,hrc);

...
glViewport(...)
glMatrixMode(GL_PROJECTION_MATRIX);
glLoadIdentity();
glOrtho(...)

glMatrixMode(GL_MODELVIEW_MATRIX);
glLoadIdentity();

...

SwapBuffers(...)


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SteQve    118

I solved the problem.

There was no bug in the code. As I wrote, I hadn't changed anything in the code. But the "compiler had". I recompiled, there were no graphics. I changed the optimization to "none". When I recompiled - graphics was there. I rebuild the project with optimization, and now it works perfectly...

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