Jump to content
  • Advertisement
Sign in to follow this  
Vidya

OpenGL NVIDIA and GLSL

This topic is 4605 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi all, I am new to the GPU world. Apologies if my question is trivial :) I have an NVIDIA GE Force 6600 GT graphics card and am trying to run a vertex-fragment shader program based on openGL 2.0 (using GL_ARB_fragment_shader etc.). The program doesnt run inspite of no compilation or linking errors. I believe it doesnt support GLSL. How do I fix this problem ? Thank you, Vidya.

Share this post


Link to post
Share on other sites
Advertisement
Did you check any error return codes of the OpenGL functions using glGetError?
The card itself is capable of doing GLSL. Otherwise the extension wouldn't be available and you would get at least an access violation for using an invalid function pointer.



Share this post


Link to post
Share on other sites
Hi,

I have tried running sample GLSL shader codes (from gametutorials.com and www.lighthouse3d.com). On executing the program, I recieve error that the GL_ARB_shader_objects extension is not supported.
Will I have to update my driver to make these extensions work ?

Thanks, Vidya.

Share this post


Link to post
Share on other sites
Quote:
Original post by gulgi
Yes. And a happy new year! ;]

I really had to look at the calendar to verify that it's 2005 still [smile]

Share this post


Link to post
Share on other sites
What does return thoses commands ?

glGetString(GL_VENDOR);
glGetString(GL_RENDERER);
glGetString(GL_VERSION);
glGetString(GL_SHADING_LANGUAGE_VERSION);
glGetString(GL_EXTENSIONS);

Share this post


Link to post
Share on other sites
These commands return strings (const char pointers actually) that describe properties of the OpenGL implementation (e.g. the driver).

glGetString(GL_VENDOR):
Returns the company responsible for this OpenGL implementation. This name does not change from release to release.

glGetString(GL_RENDERER):
Returns the name of the renderer. This name is typically specific to a particular configuration of a hardware platform. It does not change from release to release.

glGetString(GL_VERSION):
Returns a version or release number.

glGetString(GL_SHADING_LANGUAGE_VERSION):
Contains the OpenGL Shading Language version that is supported by the implementation. It is organized as a dot-delimited sequence of multi-digit integers. (e.g. 1.0)

glGetString(GL_EXTENSIONS):
Returns a space-separated list of supported extensions to OpenGL. (including ARB, EXT and vendor-specifc).

HTH,
Pat.

[edit]
Used the official description for GL_SHADING_LANGUAGE_VERSION [smile]
[/edit]

Share this post


Link to post
Share on other sites
In my case they return the following:

glGetString(GL_VENDOR): Microsoft Corporation,
glGetString(GL_RENDERER): GDI Generic,
glGetString(GL_VERSION): 1.1.0,
glGetString(GL_SHADING_LANGUAGE_VERSION): NULL,
glGetString(GL_EXTENSIONS): GL_WIN_swap_hint,GL_EXT_bgra,GL_EXT_paletted_texture.

Thanks.

Share this post


Link to post
Share on other sites
I'm not sure but I would say that it can be translated to "You are not using accelerated OpenGL". Are you sure the NVIDIA drivers have been correctly installed ?

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!