• Advertisement
Sign in to follow this  

OpenGL Updated my (nvidia) driver, now RTT is broken?

This topic is 2559 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

In my application I'm rendering my scene into a cubemap, so I create the cubemap texture and then render the scene 6 times into the six faces. I've had this working fine for some time, but I just recently updated my driver for my NVIDIA 8800.

Now when I try to run the program with the new driver, I get GL_FRAMEBUFFER_UNSUPPORTED when I try to create my framebuffer. Anyone have any experience with this error?

for(uint side = 0;side<6;side++){
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+side, 0, GL_RGBA, resolution, resolution, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);//I don't need mipmaps, but I thought this might help my error.

GLuint framebuffer;

glm::mat4 proj = OpenGL::PerspectiveProject(90,1,1,0.1f,1000);

GLint viewport[4];

for(uint side=0;side<6;side++){
glm::mat4 view;
case 0: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(1,0,0),glm::vec3(0,-1,0));break;
case 1: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(-1,0,0),glm::vec3(0,-1,0));break;
case 2: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(0,1,0),glm::vec3(0,0,1));break;
case 3: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(0,-1,0),glm::vec3(0,0,-1));break;
case 4: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(0,0,1),glm::vec3(0,-1,0));break;
case 5: view = OpenGL::LookAt(glm::vec3(0,0,0),glm::vec3(0,0,-1),glm::vec3(0,-1,0));break;


I saw this on opengl.org, but I'm not sure if it applies to me. How can I tell if my texture is 'complete'? I've set the min/max filters and even called generate mipmaps.

Warning: NVIDIA's OpenGL driver has a known issue with using incomplete textures. If the texture is not texture complete, the FBO itself will be considered GL_FRAMEBUFFER_UNSUPPORTED, or will have GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT. This is a driver bug, as the OpenGL specification does not allow implementations to return either of these values simply because a texture is not yet complete. Until this is resolved in NVIDIA's drivers, it is advised to make sure that all textures have mipmap levels, and that all glTexParameteri values are properly set up for the format of the texture. For example, integral textures are not complete if the mag and min filters have any LINEAR fields.

Share this post

Link to post
Share on other sites
Guess I can just put this down to a screwy driver install. Reinstalled it with driver cleaner and the problem went away. Thought something suspicious was going on when it was taking 100ms to render a simple untextured cube :)

Share this post

Link to post
Share on other sites
Hey, can you tell me what driver version is infected and what could work?
I suddenly experience similar stupid behaviour and cannot figure a working driver :( November 16, 2010 (GPU Caps show this, I guess it is 260.99, i.e. the newest one now) driver does not seem to work on both my GTS250 as 9600GSO.

Share this post

Link to post
Share on other sites
Unfortunately I never found a resolution to this yet. I thought that upgrading my drivers fixed the issue, but a few days later it started creeping back up again.

What I constantly found happening was that after running my program a few times it started having all sorts of crazy problems: GL_OUT_OF_MEMORY errors everywhere, rendering SUPER slow (took 10 whole seconds to render a frame that used to render at 60fps), and these random framebuffer errors.

Its like there was some memory leak that was filling up my GPU, and once it got to the limit it stopped working, and the only solution I found was to reboot my computer, then everything would be fine for a day or two.

It seemed to work fine as long as I properly exited my program every time (manually deleted all the textures and framebuffers), but anytime my program exited uncleanly either through an exception or through abortion through the debugger it started happening again, it's like windows wasn't properly cleaning up the context when the program terminated.

Don't know if this is anything like your issue, but that's been my experience.

Share this post

Link to post
Share on other sites
You have to understand that OpenGL is pretty complex so there are few bugs.

Share this post

Link to post
Share on other sites
yea but this has been going on now for 5 months or so... and this is a regression, something that should be easy to track down.

I have the EXACT same problem.

I have had this problem with my Quadro and posted a thread about it on here somewhere.

sucks that it still hasnt been resolved. i brought it up on nvidias website months ago as well and nobody at nvidia acknowledged the problem last time i checked, yet there are a lot of people encountering it... pretty frustrating.

Share this post

Link to post
Share on other sites
Same here. I found that killing dwm.exe on Vista helped a bit when the problem occurs. But it comes back after some time and sooner or later I have to reboot. I managed to get GLexpert running to get more info but all I could find was that all occurring errors are related to some out of memory condition. For instance when binding a FBO the first time the driver tries to allocate memory for all attached textures/renderbuffers. When this fails it returns GL_FRAMEBUFFER_UNSUPPORTED.

I'm chasing this issue for month now and didn't find anything in our code that could cause this. gDebugger shows no resource leaks and even if there were some the driver should release all resources when the application exits.

I really would like to report this to nVidia but it's nearly impossible to make a simple repro case. But since it's nearly impossible to become a registered nvidia developer nowadays I wouldn't even know how to submit it anyway. :-/

If any of you has found any solution or workaround please post it here. This is driving me crazy.

Share this post

Link to post
Share on other sites
I'm sure it must be an unfixed bug in their driver. I'd suggest trying older ones unless you need the latest ones for some reason. I went back to 197.13 and haven't had any problems (yet), thought I haven't stressed it very much yet.

Share this post

Link to post
Share on other sites
I stumbled across this extension which is able to give some information about the memory as seen by the driver:

Under Vista or Win7 these values are global ones for all processes. I notices that for me these two numberse increase of time and over several restarts of the application:


I discovered that these two numbers increase when my app resizes an opengl window while it is still hidden. For instance this happened in our editor that shows the opengl window after doing the hole opengl setup and preparing the layout for all windows. This involves resizing the render window. After that the main editor window is shown. I can reproduce this with a simple example app. I have not tested yet if the is really our original problem but it's the only clue I have right now.

Here is a repro case for this in case you are still interested:
[source lang=cpp]
#pragma comment(lib, "glut32.lib")
#include "glut.h"
#include <stdio.h>


void PrintVideoMemory()
static GLint evicted=0;
GLint vidmem=0, mem_available=0, vidmem_available=0, evicted_count=0, evicted_size=0;
glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX, &evicted_count);
glGetIntegerv(GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX, &evicted_size);

if (evicted!=evicted_count)
printf("evicted_count=%d, evicted_size=%dkb, vidmem_available=%dkb\n",
evicted_count, evicted_size, vidmem_available);


void renderScene(void)
static bool flip=true;



if (flip)

int main(int argc, char* argv[])
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE );

glutCreateWindow("resoource leak provoker");
glutHideWindow(); //comment this to make the leak disappear


return 0;

Share this post

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

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By reenigne
      For those that don't know me. I am the individual who's two videos are listed here under setup for https://wiki.libsdl.org/Tutorials
      I also run grhmedia.com where I host the projects and code for the tutorials I have online.
      Recently, I received a notice from youtube they will be implementing their new policy in protecting video content as of which I won't be monetized till I meat there required number of viewers and views each month.

      Frankly, I'm pretty sick of youtube. I put up a video and someone else learns from it and puts up another video and because of the way youtube does their placement they end up with more views.
      Even guys that clearly post false information such as one individual who said GLEW 2.0 was broken because he didn't know how to compile it. He in short didn't know how to modify the script he used because he didn't understand make files and how the requirements of the compiler and library changes needed some different flags.

      At the end of the month when they implement this I will take down the content and host on my own server purely and it will be a paid system and or patreon. 

      I get my videos may be a bit dry, I generally figure people are there to learn how to do something and I rather not waste their time. 
      I used to also help people for free even those coming from the other videos. That won't be the case any more. I used to just take anyone emails and work with them my email is posted on the site.

      I don't expect to get the required number of subscribers in that time or increased views. Even if I did well it wouldn't take care of each reoccurring month.
      I figure this is simpler and I don't plan on putting some sort of exorbitant fee for a monthly subscription or the like.
      I was thinking on the lines of a few dollars 1,2, and 3 and the larger subscription gets you assistance with the content in the tutorials if needed that month.
      Maybe another fee if it is related but not directly in the content. 
      The fees would serve to cut down on the number of people who ask for help and maybe encourage some of the people to actually pay attention to what is said rather than do their own thing. That actually turns out to be 90% of the issues. I spent 6 hours helping one individual last week I must have asked him 20 times did you do exactly like I said in the video even pointed directly to the section. When he finally sent me a copy of the what he entered I knew then and there he had not. I circled it and I pointed out that wasn't what I said to do in the video. I didn't tell him what was wrong and how I knew that way he would go back and actually follow what it said to do. He then reported it worked. Yea, no kidding following directions works. But hey isn't alone and well its part of the learning process.

      So the point of this isn't to be a gripe session. I'm just looking for a bit of feed back. Do you think the fees are unreasonable?
      Should I keep the youtube channel and do just the fees with patreon or do you think locking the content to my site and require a subscription is an idea.

      I'm just looking at the fact it is unrealistic to think youtube/google will actually get stuff right or that youtube viewers will actually bother to start looking for more accurate videos. 
    • By Balma Alparisi
      i got error 1282 in my code.
      sf::ContextSettings settings; settings.majorVersion = 4; settings.minorVersion = 5; settings.attributeFlags = settings.Core; sf::Window window; window.create(sf::VideoMode(1600, 900), "Texture Unit Rectangle", sf::Style::Close, settings); window.setActive(true); window.setVerticalSyncEnabled(true); glewInit(); GLuint shaderProgram = createShaderProgram("FX/Rectangle.vss", "FX/Rectangle.fss"); float vertex[] = { -0.5f,0.5f,0.0f, 0.0f,0.0f, -0.5f,-0.5f,0.0f, 0.0f,1.0f, 0.5f,0.5f,0.0f, 1.0f,0.0f, 0.5,-0.5f,0.0f, 1.0f,1.0f, }; GLuint indices[] = { 0,1,2, 1,2,3, }; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW); GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glEnableVertexAttribArray(1); GLuint texture[2]; glGenTextures(2, texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageOne = new sf::Image; bool isImageOneLoaded = imageOne->loadFromFile("Texture/container.jpg"); if (isImageOneLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageOne->getSize().x, imageOne->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageOne->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageOne; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageTwo = new sf::Image; bool isImageTwoLoaded = imageTwo->loadFromFile("Texture/awesomeface.png"); if (isImageTwoLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageTwo->getSize().x, imageTwo->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageTwo->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageTwo; glUniform1i(glGetUniformLocation(shaderProgram, "inTextureOne"), 0); glUniform1i(glGetUniformLocation(shaderProgram, "inTextureTwo"), 1); GLenum error = glGetError(); std::cout << error << std::endl; sf::Event event; bool isRunning = true; while (isRunning) { while (window.pollEvent(event)) { if (event.type == event.Closed) { isRunning = false; } } glClear(GL_COLOR_BUFFER_BIT); if (isImageOneLoaded && isImageTwoLoaded) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glUseProgram(shaderProgram); } glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); glBindVertexArray(0); window.display(); } glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); glDeleteBuffers(1, &ebo); glDeleteProgram(shaderProgram); glDeleteTextures(2,texture); return 0; } and this is the vertex shader
      #version 450 core layout(location=0) in vec3 inPos; layout(location=1) in vec2 inTexCoord; out vec2 TexCoord; void main() { gl_Position=vec4(inPos,1.0); TexCoord=inTexCoord; } and the fragment shader
      #version 450 core in vec2 TexCoord; uniform sampler2D inTextureOne; uniform sampler2D inTextureTwo; out vec4 FragmentColor; void main() { FragmentColor=mix(texture(inTextureOne,TexCoord),texture(inTextureTwo,TexCoord),0.2); } I was expecting awesomeface.png on top of container.jpg

    • By khawk
      We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
      Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

      View full story
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
    • By _OskaR
      I have an OpenGL application but without possibility to wite own shaders.
      I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
  • Advertisement