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OpenGL Invalid operation #110
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Hi, After some search I found why producing this issue, I can't use core OpenGL profile on my Linux with AMD card and opensource driver because is unstable. So I was looking your sf::ContextSettings and seems correct so I continue with your GLAD files and it seems you used source file for core profile only. I tried to generate new one with compatibility mode Glad generation but same results: Warning: The created OpenGL context does not fully meet the settings that were requested
Requested: version = 3.3 ; depth bits = 24 ; stencil bits = 8 ; AA level = 0 ; core = false ; debug = false ; sRGB = false
Created: version = 4.5 ; depth bits = 24 ; stencil bits = 8 ; AA level = 0 ; core = true ; debug = false ; sRGB = false |
Hi, I found a way to correct this, steps:
Now all right, compile step and game can be launch with no error. But now I just have black window. I try different things like make OpenGL output capture (also full black and some times with some white lines) But no visualization and no way to find why. Could you help me to find a solution? System: Linux Debian 9 (last version) |
The black window seems to be a common problem :( I'm not entirely sure why this happens though. Hopefully someone works this out eventually, but I cannot as I don't get this use myself |
The sfml-graphics module requires a compatibility context or a OpenGL 2.1 Core context (if that's even a thing). As such if you use the sfml-graphics module, you can't use a OpenGL 3.x/4.x Core context, but you need to resort to a compatibility context and well it needs to be supported by your GPU driver. |
https://github.com/HopsonCommunity/MCWeekMyOwn Could you try this one if that's ok? It's a older version of the game, I don't recall people having black screen issues with this build |
I have reverted the code base to an older version, it could be possible it works now :) |
I tried your https://github.com/HopsonCommunity/MCWeekMyOwn
Launching game -> black screen |
I'm thinking about Vulkan do you think it's better to use Vulkan instead of OpenGL ? |
Vulkan will allow to do the exact same thing OpenGL can do, except you will need a lot more code to do it. The difference is, if you are a proper mad expert at Vulkan and programming in general, you MIGHT be able to squeeze out a bit extra FPS (and maybe lower CPU usage), but that is very hard. I would stick with OpenGL 😛 Sorry for the really late reply, I have no idea why I did not reply sooner. The black screen issue should be resolved now btw (for this repositoary). Turned out to be an issue with GLM changing how things worked :S |
Hi @Hopson97,
First of all this version of Minecraft in one week seems very very good, I congratulate you for this!
I just tried Minetest «mature» version of Minecraft c++ and I'm really disappointed ...
So I really want to explore your code and maybe add features. I tried to compile your version (branch master) and I had an link error but I found solution (-ldl at the end compile command in CMakeLists to like the missing library).
Now when I 'm able to launch the game and noooooo the current OpenGL state disallowed all operations, I think it cause by initialization state
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