- #OPENGL 4.3 JMONKEY UPDATE#
- #OPENGL 4.3 JMONKEY UPGRADE#
- #OPENGL 4.3 JMONKEY CODE#
- #OPENGL 4.3 JMONKEY DOWNLOAD#
You can download Luminar 2018 that has support for older graphics cards With great interest I have these past times been reading all your posts (I think.). Use the previous version of Luminar 2018.
#OPENGL 4.3 JMONKEY UPGRADE#
If you want to enjoy the latest and the most powerful software packages, a hardware upgrade might be in order. There are several solutions if your system supports a version of OpenGL that is lower than 3.3.Īll modern graphics cards have support for OpenGl 3.3 out of the box, and all the latest software puts increasingly high requirements for hardware configuration of your computer. If your computer is 5 or more years old, there is a possibility that your GPU does not support Open GL 3.3 Refer to your card's manufacturer's website if you need help with that.
#OPENGL 4.3 JMONKEY UPDATE#
If your model does support Open GL 3.3 and above, updating your graphics driver will fix this issue.Īutomatically update AMD Graphics DriversĪutomatically update NVIDIA Graphics DriversĪfter you have updated your GPU Driver from the manufacturer’s website, make sure you set your discrete adapter to run Luminar 2018 by default. If you are not sure whether or not your GPU supports Open GL 3.3 or above, please refer to its manufacturer's website.
#OPENGL 4.3 JMONKEY CODE#
I also tried setting it to zero - then the triangle doesn't display at all, even though the code looks perfect then.If you are receiving the “OpenGL 3.3 and later is required for this application to run” error message when launching Luminar 2018 1.2.0, please make sure your machine meets the minimum requirements listed here. I tried to delete the last character from the returned string containing this code and it changed the closing brace at the end of main. WHen I load both shaders, there is a marking at the end that doesn't make sense: #version 430 with C++ 11.ĮDIT: here is the shader loader function: const GLchar * loadShaderCode(const char * shaderFilename)įstream shaderFile( shaderFilename, std::ios::in | std::ios::ate) They load the codes, link them attach them to a program, compile the program and spit out the glsl programHandle.
They do what you'd expect, and I don't get any errors returned. I can include the "shaders\tool.h" which defines loadShaderCode, compileShaders, and linkShaders if necessary, but I don't want to post too much code to break the flow of my question. Gl_Position = vec4( VertexPosition, 1.0 ) Layout (location = 1) in vec3 VertexColor Layout (location = 0) in vec3 VertexPosition
glDisplayVersionData( gl_version_data ) GlVertexAttribPointer( 1, 3, GL_FLOAT, GL_FALSE, 0, nullptr) GlVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, nullptr) GlEnableVertexAttribArray(1) //vertexColor GlEnableVertexAttribArray(0) //vertexPosition GlBufferData( GL_ARRAY_BUFFER, sizeof(colorData), colorData, GL_STATIC_DRAW ) GlBindBuffer( GL_ARRAY_BUFFER, colorBufferHandle ) GlBufferData( GL_ARRAY_BUFFER, sizeof(positionData), positionData, GL_STATIC_DRAW ) GlBindBuffer( GL_ARRAY_BUFFER, positionBufferHandle ) GLuint positionBufferHandle = vboHandles GLFWwindow* window = glfwCreateWindow(640, 480, "Shader Demo", nullptr, nullptr) Ĭout << "failure creating window!" << endl Ĭout << "Glew Error: " << glewGetErrorString(glew_err) << endl īool shader_compile_error = compileShaders( &vertShader_i, &fragShader_i, "basic.vert", "ag") īool shader_link_error = linkShaders( &glslProgram_i, vertShader_i, fragShader_i ) #define GLFW_INCLUDE_NONE //Load our own openglĬout << "Error: could not init glfw" << endl Here is the main.cpp: #include "shaders\tools.h" I've never successfully gotten modern ( 3.X or greater ) OpenGL to work. My thoughts were that the positionData were too close to the camera (floating point errors/clipping). I am drawing the triangle with a red, green, and a blue point. The problem is that the triangle displays in the window, but it flashes at a fluctuating rate between black/background and completely white. I am using Glew, Glfw, and that's it beyond Opengl 4.3, which my I know my graphics card supports completely via the OpenGL Extension viewer. I am going through an OpenGL book trying to get the examples to work.