Java-Gaming.org    
Featured games (79)
games approved by the League of Dukes
Games in Showcase (477)
Games in Android Showcase (107)
games submitted by our members
Games in WIP (534)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  LWJGL and Microsoft's GDI Generic Renderer?  (Read 1371 times)
0 Members and 1 Guest are viewing this topic.
Offline Vage

Senior Newbie




learning++;


« Posted 2006-04-06 14:59:08 »

Get guys, got a question for you, one that is confusing the hell out of me. Hopefully someone can help me.

I have a Dell PC over here that doesn't have a decent graphics chipset (Some obscure ATi integrated thing) and ends up using the GDI Generic as the renderer for anything OpenGL. So here's my question: Why can I not run anything LWJGL using this renderer? Here are some specs from GLView:

Quote
System Info
Windows XP Professional

Vendor
Microsoft Corporation
1.1.0

Renderer
GDI Generic

Extensions
GL_EXT_bgra
GL_EXT_paletted_texture
GL_WIN_swap_hint


Core features

v1.1 (100 % - 7/7)
v1.2 (12 % - 1/8)
v1.3 (0 % - 0/9)
v1.4 (0 % - 0/15)
v1.5 (0 % - 0/3)
v2.0 (0 % - 0/9)
OpenGL driver version check (Current: 6.13.3036, Latest known: 6.13.3036):
Latest version of display drivers found

According the database, you are running the latest display drivers for your video card.
No hardware support

Your current video configuration DOES NOT support hardware accelerated OpenGL.
No compiled vertex array support

This may cause performance loss in some applications.
No paletted texture support

This may cause performance loss in some older applications.
No multitexturing support

This may cause performance loss in some applications.
No secondary color support

Some applications may not render polygon highlights correctly.
No S3TC compression support

This may cause performance loss in some applications.
No texture edge clamp support

This feature adds clamping control to edge texel filtering. Some programs may not render textures correctly (black line on borders.)
No vertex program support

This feature enables vertex programming (equivalent to DX8 Vertex Shader.) Some current or future OpenGL programs may require this feature.
No fragment program support

This feature enables per pixel programming (equivalent to DX9 Pixel Shader.) Some current or future OpenGL programs may require this feature.
No OpenGL Shading Language support

This may break compatibility for applications using per pixel shading.
No Frame buffer object support

This may break compatibility for applications using render to texture functions.
Few texture units found

This may slow down some applications using fragment programs or extensive texture mapping.
Extension verification:
GL_EXT_color_subtable was not found, but has the entry point glColorSubTableEXT

GLView can also show render demos, but LWJGL just utterly refuses to cooperate. Any help or insight into this problem would be excellent. Wink

Personally, you could strap me into a mech cockpit with 47 virtual HUD displays, two complex hand controls and foot pedals and I'd be grinning like the gamer freak I am.
Offline Orangy Tang

JGO Kernel


Medals: 56
Projects: 11


Monkey for a head


« Reply #1 - Posted 2006-04-06 16:01:04 »

LWJGL doesn't allow software modes by default, you need to turn this on via a system property. Try with -Dorg.lwjgl.opengl.Display.allowSoftwareOpenGL=true  on the command line.

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline Vage

Senior Newbie




learning++;


« Reply #2 - Posted 2006-04-07 00:01:06 »

Thanks for the reply. I'll try this from the command line, however I already call setProperty on this lwjgl property inside my initalization code. Can I not do this?

1  
2  
3  
4  
5  
6  
7  
8  
if( QConfiguration.getBoolean("allowsoftware", false) )
{
   System.setProperty("org.lwjgl.opengl.Window.allowSoftwareOpenGL", "True");
}
else
{
   System.setProperty("org.lwjgl.opengl.Window.allowSoftwareOpenGL", "False");
}

Personally, you could strap me into a mech cockpit with 47 virtual HUD displays, two complex hand controls and foot pedals and I'd be grinning like the gamer freak I am.
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

pw (35 views)
2014-07-24 01:59:36

Riven (33 views)
2014-07-23 21:16:32

Riven (21 views)
2014-07-23 21:07:15

Riven (24 views)
2014-07-23 20:56:16

ctomni231 (55 views)
2014-07-18 06:55:21

Zero Volt (47 views)
2014-07-17 23:47:54

danieldean (38 views)
2014-07-17 23:41:23

MustardPeter (43 views)
2014-07-16 23:30:00

Cero (59 views)
2014-07-16 00:42:17

Riven (56 views)
2014-07-14 18:02:53
HotSpot Options
by dleskov
2014-07-08 03:59:08

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:58:24

Java and Game Development Tutorials
by SwordsMiner
2014-06-14 00:47:22

How do I start Java Game Development?
by ra4king
2014-05-17 11:13:37

HotSpot Options
by Roquen
2014-05-15 09:59:54

HotSpot Options
by Roquen
2014-05-06 15:03:10

Escape Analysis
by Roquen
2014-04-29 22:16:43

Experimental Toys
by Roquen
2014-04-28 13:24:22
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!