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vandana123

OpenGL SIS Mirage 3 graphics card compatible driver

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Hi, I am facing problem to create compressed texture using OpenGL function with only SIS Mirage 3 graphics card on the Vista machine Hardware and Software configuration are given below in detail: 1) I am using SIS Mirage 3 graphics card driver version 7.14.10.5053. 2) OpenGL version is defined in my application as #define GL_VERSION_1_2 1 #define GL_VERSION_1_3 1 3) And creting compressed texture using glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_ARB, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_BYTE, TextureImage[0]->data); function. 4) BMP image is used of size 512,512. This function is working fine with graphics cards other than SIS Mirage 3; With SIS Mirage 3 on Vista machine, this function returns GL_INVALID_ENUM value. There is no problem on Vista machine with Intel Graphics card

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how are you loading extensions in your app? ...are you manually loading them? ...using glew or glee?

What i mean is you must check if your gpu actually supports GL_ARB_texture_compression before using any functions from this extension.

If you are still not sure what i mean i suggest you do a search in google for opengl extensions.

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i think you need to calm down on the double posting too, not only is this in an nvidia forum (i have no idea what sis has to do with nvidia) but i just noticed you posted this same question twice in here and it was answered.

You will end up getting no help if you continure posting like this.

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extension loading process is given below:

#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
#define GL_COMPRESSED_RGB_ARB 0x84ED

GLint nNoOfFormat;
GLint nGenaricFormat;
//Get no for compression supported by the card
glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB,&nNoOfFormat);

//Get generic compression format
glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS_ARB,&nGenaricFormat);

if(!nGenaricFormat)
{
// Error handler
//Free Image buffer
if (TextureImage[0])
{
// If Texture Image Exists
if (TextureImage[0]->data)
{
// Free The Texture Image Memory
free(TextureImage[0]->data);
}
// Free The Image Structure
free(TextureImage[0]);
}

m_bIsTextureCompressed = FALSE;

return;

}


glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_ARB,
TextureImage[0]->sizeX,
TextureImage[0]->sizeY, 0,
GL_RGB, GL_BYTE,
TextureImage[0]->data);


// Here checking for velue returned by the above function
dwErrorCode = glGetError();

if(dwErrorCode != 0)
{
// Displaying error message
}

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I am new in these types of forum, i dont think it matters if i am not getting any specific solution of my problem and i post on different forums.

i posted this problem twice, but if you go thorugh this you will come to know i have updated my problem, ealier i had insisting on Vista but in new thread i had insisting on SIS driver.

this is a particular hardware related problem so i posted it on many places beacused i am not getting answer of it.

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i would highly recommend using an extension loading library such as glee or glew (you will not have todo all these manual defines that you are doing)

now using glee here is an example on how to check for the support you want

if (!GLEE_ARB_texture_compression)
{
//O Bugger, your GPU and or drivers DO NOT support ARB Texture Compression
}

if you are manually loading extensions you will have to check with

glGetString(GL_EXTENSIONS) which will return back all the opengl extensions currently supported by your driver.

If you do indeed have support for texture compression and it still ain't working

1) - Current opengl drivers could be buggy (wouldn't be suprised since it is sis)
2) - Your format could be wrong

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Quote:
Original post by vandana123
I am new in these types of forum, i dont think it matters if i am not getting any specific solution of my problem and i post on different forums.

i posted this problem twice, but if you go thorugh this you will come to know i have updated my problem, ealier i had insisting on Vista but in new thread i had insisting on SIS driver.

this is a particular hardware related problem so i posted it on many places beacused i am not getting answer of it.


The root of the problem is still the same; texture compression isn't working on a perticular card.

Please keep that in mind in future when posting questions, even if one minor aspect changes the details should still be kept in one thread. And in this case the other thread in question gave you the correct answers based on the limited information given.

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Quote:
Original post by vibe3d
i think you need to calm down on the double posting too, not only is this in an nvidia forum (i have no idea what sis has to do with nvidia) but i just noticed you posted this same question twice in here and it was answered.

You will end up getting no help if you continure posting like this.


You means the forums at http://developer.nvidia.com/forums/index.php?showforum=6

or is there a nvidia forum on gamedev?

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