Error Initializing Msaa Frame Buffer
Sign in Pricing Blog Support Search GitHub This repository Watch 196 Star 1,960 Fork 135 ValveSoftware/steam-for-linux Code Issues 2,021 Pull requests 0 Projects 0 Pulse Graphs New issue Half-Life crashes when started in fullscreen mode. #838 Closed mrshankly opened this Issue Jan 25, 2013 · 10 comments Projects None yet Labels MOVED: Half-Life 1 reviewed Milestone halflife-2013-01-... Assignees alfred-valve 8 participants mrshankly commented Jan 25, 2013 When I try to start Half-Life in full-screen mode, I get a black screen for a second and then the game crashes. I then tried to run the game in windowed mode and everything worked flawlessly. I had to change ScreenWindowed from 0 to 1 in ~/.local/share/Steam/SteamApps/common/Half-Life/hl.conf to get the game starting in windowed mode. My graphics card (Intel Mobile GM965) is pretty bad and old but it's more than enough to run the game comfortably. Running the last drivers. Hardware info: Processor Information: Vendor: GenuineIntel Speed: 1467 Mhz 2 logical processors 2 physical processors HyperThreading: Unsupported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Supported SSE4a: Unsupported SSE41: Unsupported SSE42: Unsupported Network Information: Network Speed: Operating System Version: Ubuntu 12.10 (64 bit) Kernel Name: Linux Kernel Version: 3.7.1-030701-generic X Server vendor: The X.Org Foundation X Server release: 11300000 Video Card: Driver: Intel Open Source Technology Center Mesa DRI Intel(R) 965GM x86/MMX/SSE2 Driver Version: 2.1 Mesa 9.0 Desktop Color Depth: 24 bits per pixel Monitor Refresh Rate: 60 Hz VendorID: 0x8086 DeviceID: 0x2a02 Number of Monitors: 1 Number of Logical Video Cards: 1 Primary Display Resolution: 1920 x 1080 Desktop Resolution: 1920 x 1080 Primary Display Size: 18.78" x 10.55" (21.54" diag) 47.7cm x 26.8cm (54.7cm diag) Primary VRAM Not Detected Sound card: Audio device: Memory: RAM: 1994 Mb Miscellaneous: UI Language: English LANG: en_US.UTF-8 Microphone: Not set Total Hard Disk Space Available: 22043 Mb Larges
или зарегистрируйтесь. 1 час 1 день 1 неделя 1 месяц Навсегда Получить помощь и пообщаться с другими пользователями Ubuntu можнона irc канале #ubuntu-ru в сети Freenodeи в Jabber конференции ubuntu@conference.jabber.ru Форум русскоязычного сообщества Ubuntu» Поддержка» Программное обеспечение» Игры для Linux (Модератор: Punko)» Steam клиент, проблемы и решения! « предыдущая тема следующая тема » Печать Страницы: https://github.com/ValveSoftware/steam-for-linux/issues/838 1 ... 62 63 [64] 65 66 ... 215 Вниз Автор Тема: Steam клиент, проблемы и решения! (Прочитано 243047 раз) 0 Пользователей и 3 Гостей просматривают эту тему. лесной_зонтик Старожил Сообщений: 2215 Просьба на количество http://forum.ubuntu.ru/index.php?topic=205249.945 сообщений не смотреть. Re: Steam клиент, проблемы и решения! « Ответ #945 : 26 Январь 2013, 22:30:19 » Цитата: logdog от 26 Январь 2013, 22:22:52у меня как будто инета нет!моргнет на секунду при нажатии рефреш и все пусто!Черт его знает, возможно проблема с местер-сервером у steam, который как раз и отвечает за поиск игровых серверов... Моя мечта поставить на комп Linux, Unix, *BSD, Mac OS X, OpenSolaris, OS/2, Windows.Не спрашивайте зачем. Сам не знаю logdog Активист Сообщений: 277 Re: Steam клиент, проблемы и решения! « Ответ #946 : 26 Январь 2013, 22:32:52 » Прошу прощения... ? бед один ресет ребут возродил конект.Ну ч
4 Reference Pages OpenGL 3.3 Reference Pages OpenGL 2.1 Reference Pages OS/Platform Implementations OpenGL Books Coding Resources OpenGL SDK FAQs Sample Code https://www.opengl.org/discussion_boards/showthread.php/179909-MSAA-with-maginification-s-simple-question & Tutorials GLUT & Utility Libraries Programming Language Bindings Benchmarks Mailing http://stackoverflow.com/questions/10761902/ios-glkit-and-back-to-default-framebuffer Lists & News Groups Archived Resources Wiki Forums About OpenGL Contact Us OpenGL logo Advertise on OpenGL Jobs Register Help Remember Me? What's New? Forum New Posts FAQ Calendar Forum Actions Mark Forums Read Quick Links Today's Posts View Site Leaders Khronos error initializing Forums COLLADA forums OpenGL: Getting Started Advanced Search Forum DEVELOPERS OpenGL coding: beginners MSAA with maginification's simple question First time visitors, please read our FAQ and our Forum Rules and Guidelines. You must register before you can post. Page 1 of 2 12 Last Jump to page: Results 1 to 10 of 14 Thread: error initializing msaa MSAA with maginification's simple question Thread Tools Show Printable Version Email this Page… Display Linear Mode Switch to Hybrid Mode Switch to Threaded Mode 12-03-2012,04:33 AM #1 newbiecow View Profile View Forum Posts Private Message Intern Contributor Join Date Dec 2012 Posts 74 MSAA with maginification's simple question This program is only a version of the fbo code example of the the book OpenGL Programming Guide(the red book) fourth edition with a slight modification of multisampling and magnification instead of a copy-and-paste one. Since some fault within it, it runs on neither ATI nor NVIDIA graphics card which turns multisampling on. Code cpp: //fbo.c #include "stdio.h" #include "stdlib.h" #include "string.h" #include
here for a quick overview of the site Help Center Detailed answers to any questions you might have Meta Discuss the workings and policies of this site About Us Learn more about Stack Overflow the company Business Learn more about hiring developers or posting ads with us Stack Overflow Questions Jobs Documentation Tags Users Badges Ask Question x Dismiss Join the Stack Overflow Community Stack Overflow is a community of 4.7 million programmers, just like you, helping each other. Join them; it only takes a minute: Sign up iOS GLKit and back to default framebuffer up vote 1 down vote favorite 1 I am running the boiler plate OpenGL example code that XCode creates for an OpenGL project for iOS. This sets up a simple ViewController and uses GLKit to handle the rest of the work. All the update/draw functionality of the application is in C++. It is cross platform. There is a lot of framebuffer creation going on. The draw phase renders to a few frame buffers and then tries to set it back to the default framebuffer. glBindFramebuffer(GL_FRAMEBUFFER, 0); This generates an GL_INVALID_ENUM. Only on iOS. I am completely stumped as to why. The code runs fine on all major platforms except iOS. I'm wanting to blame GLKit. Any examples of iOS OpenGL setup that do not use GLKit? UPDATE The following snippet of code lets me see the default framebuffer that GLKit is using. For some reason it comes out as "2". Sure enough if I use "2" in all my glBindFrameBuffer calls it works. This is very frustrating. [view bindDrawable ]; GLint defaultFBO; glGetIntegerv(GL_FRAMEBUFFER_BINDING_OES, &defaultFBO); LOGI("DEFAULT FBO: %d", defaultFBO); What reason on earth would cause GLKit to not generate its internal framebuffer at 0? This is the semantic all other implementations of OpenGL use, 0 is the default FBO. ios xcode opengl-es framebuffer share|improve this question edited May 26 '12 at 2:34 Jason Sturges 13.7k93561 asked May 25 '12 at 22:09 Halsafar 1,12211740 add a comment| 3 Answers 3 active oldest votes up vote 2 down vote accepted On iOS there is no default framebuffer. See Framebuffer Objects are the Only Rendering Target on iOS. I don't know much about GLKit, but on iOS to render something on screen you need to create framebuffer, and attach to it renderbuffer, and inform Core Animation Layer that this renderbuffer will be the "screen" or "default framebuffer" to draw to. Meaning - everything you'll draw to this framebuffer, will appear on screen. See Rendering to a Core Animation Layer. share|improve this answer answered May 26 '12 at 2:08 Mārtiņš Možeiko 10.4k12935 Alright, I'll buy that