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Error: OpenGL implementation doesn't include a shader compiler #220
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Well, technically, this should only panic if your OpenGL driver really doesn't include a shader compiler (obviously, if it can't compile shaders, then there's no way currently to draw to the screen, hence the panic). Could you debug what These lines check whether the OpenGL implementation actually has a shader compiler, however (as usual in the world of OpenGL drivers), it's very likely that your driver doesn't implement this function or returns "false" as a default value. Technically, |
I modified the code to the following: // Check whether the OpenGL implementation supports a shader compiler...
let mut shader_compiler_supported = [gl::FALSE];
unsafe { gl_context.get_boolean_v(gl::SHADER_COMPILER, &mut shader_compiler_supported) };
println!("----------shader_compiler_supported: {:?} ----------", shader_compiler_supported);
if shader_compiler_supported[0] == gl::FALSE {
// Implementation only supports binary shaders
println!("----------no shader compiler support----------");
return Err(GlShaderCreateError::NoShaderCompiler);
}
println!("----------shader compiler support!----------"); Then I got the following output:
My processor: Intel® Pentium® Processor B960 Sorry if I missed anything. I'm still new to graphical stuff. |
If this is a hardware limitation, then you can go ahead and close this issue. |
Well, I'll keep it open for now, but it will likely only be fixed once a llvmpipe-based software renderer is integrated (i.e. that it switches to software-OpenGL automatically on older GPUs). |
Description
Version / OS
azul version:
azul = { git = "https://github.com/maps4print/azul", rev = "bb5ab4c" }
Operating system:
Windows 10
Steps to Reproduce
Include azul in the Cargo.toml then run:
cargo run
.Additional Information
rust code:
The produced executable works with my other computer.
OpenGL Viewer 5.3.4 reports OpenGL version 3.1 on my computer.
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