2012-01-23 4 views
7

OpenGL ES 2.0을 사용하여 새로운 3D 게임을 만들고 싶습니다. 어쨌든, 나는 2010 년에 구입 한 Ubuntu PC (최고급이지만 괜찮은)가 아닌 PC에서이 제품을 개발했습니다.Libgdx OpenGL ES 2.0을 사용하지 않음

Gdx.graphics.isGL20Available()은 false를 반환하고, 드라이버는 3.3.0을 지원합니다. glxinfo에서받은 내용은 다음과 같습니다.

name of display: :0.0 
display: :0 screen: 0 
direct rendering: Yes 
server glx vendor string: NVIDIA Corporation 
server glx version string: 1.4 
server glx extensions: 
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB 
client glx vendor string: NVIDIA Corporation 
client glx version string: 1.4 
client glx extensions: 
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
GLX_SGI_swap_control, GLX_EXT_swap_control, GLX_ARB_create_context, 
GLX_ARB_create_context_profile, GLX_NV_float_buffer, 
GLX_ARB_fbconfig_float, GLX_EXT_fbconfig_packed_float, 
GLX_EXT_texture_from_pixmap, GLX_EXT_framebuffer_sRGB, 
GLX_NV_present_video, GLX_NV_copy_image, GLX_NV_multisample_coverage, 
GLX_NV_video_capture, GLX_EXT_create_context_es2_profile, 
GLX_ARB_create_context_robustness 
GLX version: 1.4 
GLX extensions: 
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
GLX_EXT_swap_control, GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
GLX_ARB_create_context_profile, GLX_EXT_create_context_es2_profile, 
GLX_ARB_create_context_robustness, GLX_ARB_multisample, 
GLX_NV_float_buffer, GLX_ARB_fbconfig_float, GLX_EXT_framebuffer_sRGB, 
GLX_ARB_get_proc_address 
OpenGL vendor string: NVIDIA Corporation 
OpenGL renderer string: GeForce GT 220/PCI/SSE2 
OpenGL version string: 3.3.0 NVIDIA 260.19.06 
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler 
OpenGL extensions: 
GL_ARB_blend_func_extended, GL_ARB_color_buffer_float, 
GL_ARB_compatibility, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, 
GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, 
GL_ARB_draw_buffers_blend, GL_ARB_draw_elements_base_vertex, 
GL_ARB_draw_instanced, GL_ARB_ES2_compatibility, 
GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions, 
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow, 
GL_ARB_fragment_shader, GL_ARB_framebuffer_object, 
GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4, 
GL_ARB_get_program_binary, GL_ARB_half_float_pixel, 
GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays, 
GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture, 
GL_ARB_occlusion_query, GL_ARB_occlusion_query2, 
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, 
GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading, 
GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, 
GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding, 
GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow, 
GL_ARB_sync, GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object, 
GL_ARB_texture_compression, GL_ARB_texture_compression_rgtc, 
GL_ARB_texture_cube_map, GL_ARB_texture_cube_map_array, 
GL_ARB_texture_env_add, GL_ARB_texture_env_combine, 
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
GL_ARB_texture_float, GL_ARB_texture_gather, 
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, 
GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_lod, 
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
GL_ARB_texture_swizzle, GL_ARB_timer_query, GL_ARB_transform_feedback2, 
GL_ARB_transpose_matrix, GL_ARB_uniform_buffer_object, 
GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object, 
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, 
GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float, 
GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, 
GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color, 
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, 
GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, 
GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
GL_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object, 
GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, 
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, 
GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, 
GL_EXT_point_parameters, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, 
GL_EXT_secondary_color, GL_EXT_separate_shader_objects, 
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, 
GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_texture3D, 
GL_EXT_texture_array, GL_EXT_texture_buffer_object, 
GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc, 
GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, 
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine, 
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, 
GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, 
GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, 
GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB, 
GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback2, 
GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_IBM_rasterpos_clip, 
GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, 
GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, 
GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_explicit_multisample, 
GL_NV_fence, GL_NV_float_buffer, GL_NV_fog_distance, 
GL_NV_fragment_program, GL_NV_fragment_program_option, 
GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage, 
GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_gpu_program4_1, 
GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_coverage, 
GL_NV_multisample_filter_hint, GL_NV_occlusion_query, 
GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object, 
GL_NV_parameter_buffer_object2, GL_NV_pixel_data_range, 
GL_NV_point_sprite, GL_NV_primitive_restart, GL_NV_register_combiners, 
GL_NV_register_combiners2, GL_NV_shader_buffer_load, 
GL_NV_texgen_reflection, GL_NV_texture_barrier, 
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
GL_NV_texture_expand_normal, GL_NV_texture_multisample, 
GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2, 
GL_NV_texture_shader3, GL_NV_transform_feedback, 
GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range, 
GL_NV_vertex_array_range2, GL_NV_vertex_buffer_unified_memory, 
GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NV_vertex_program2, 
GL_NV_vertex_program2_option, GL_NV_vertex_program3, 
GL_NVX_conditional_render, GL_NVX_gpu_memory_info, 
GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture, 
GL_SGIX_shadow, GL_SUN_slice_accum 

그리고 훨씬 더 많은 버전 문자열 및/또는 확장자와 관련이 없습니다. OpenGL ES 2.0에 필요한 모든 확장 기능이 있으며 드라이버가 3.3.0 (OpenGL 3.0-> 2.0 ES 정도)으로 업데이트되었습니다. 소프트웨어 래스터 라이저가 오래 되었기 때문입니까? 그렇다면 아마도 같은 상황에있는 다른 사람들이있을 것입니다. (1.1 이전에 업데이트 된 많은 Windows 설치가 있다고 생각조차하지 않습니다.) 나는 그들을 지원하고 싶습니다. 최선의 해결책은 무엇입니까?

답변

13

Gdx.graphics.isGL20Available()은 하드웨어가 GL ES 2.0을 지원한다고 말하지 않습니다. 그것은 gl20 그래픽 컨텍스트가 초기화되었음을 알려줍니다.

명시 적으로 GL20을 사용하려면 libGDX를 요청해야합니다. Lwjgl 백엔드 예제 :

LwjglApplicationConfiguration config = new LwjglApplicationConfiguration(); 
config.title = "Game"; 
config.width = 800; 
config.height = 480; 
config.useGL20 = true; //this is important 
new LwjglApplication(new YourGame(), config); 
+0

감사합니다! 이제 나는 그가 필요하다면 "GL 2.0 사용"인수를 true로 설정하는 언급 한 자습서 중 하나에서 막연하게 기억합니다. .... – AnimatedRNG

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