- Make sure the angle opengl es 2.0 emulation libraries rpgmaker .dll#
- Make sure the angle opengl es 2.0 emulation libraries rpgmaker install#
- Make sure the angle opengl es 2.0 emulation libraries rpgmaker drivers#
- Make sure the angle opengl es 2.0 emulation libraries rpgmaker windows#
In order to initialize Glew-1.12.0, glewInit() must be called first. We are using Glew-1.12.0 in order to load the non-Core OpenGL 1.1 functions on windows. Qt.qpa.gl: QWindowsIntegration::createPlatformOpenGLContext QSurfaceFormat(version 2.0, options QFlags(), depthBufferSize 24, redBufferSize -1, greenBufferSize -1, blueBufferSize -1, alphaBufferSize -1, stencilBufferSize 8, samples -1, swapBehavior 2, swapInterval 1, profile I'm having another error. Qt.qpa.gl: QWindowsEGLStaticContext::create Created EGL display 0x4dc49c8 v 1. Qt.qpa.gl: Qt: Using OpenGL ES 2.0 from libGLESv2d.dll
Here the debug Qt: Using EGL from libEGLd.dll Setting QCoreApplication::setAttribute(Qt::AA_UseOpenGLES) actually worked, thanks! libEGL, libGLES and d3d_compiler dlls are in the same directory as the executable.Īny ideas on how can we force GLES 2 ANGLE implementation?
Make sure the angle opengl es 2.0 emulation libraries rpgmaker .dll#
dll and d3dcompiler_*.dll) are available in the application executable's directory or in a location listed in this case, in spite of saying that WGL and OpenGL from "opengl32.dll" are being used by Qt, it tries to create an EGL context, and it fails.
Make sure the angle opengl es 2.0 emulation libraries rpgmaker install#
Install a driver providing OpenGL 2.0 or higher, or, if this is not possible, make sure the ANGLE Open GL ES 2.0 emulation libraries (libEGL.dll, libGLESv2
Make sure the angle opengl es 2.0 emulation libraries rpgmaker drivers#
This is most likely caused by not having the necessary graphics drivers installed. Ize -1, alphaBufferSize -1, stencilBufferSize 8, samples -1, swapBehavior 2, swapInterval 1, profile 0). But, if we put these lines in the very beginning of the main function of the QSurfaceFormat we have the following OpenGL 2.0 entry points availableįailed to create EGL context for format QSurfaceFormat(version 2.0, options QFlags(), depthBufferSize 24, redBufferSize -1, greenBufferSize -1, blueBufferS RSize 8, stencilBufferSize 8, samples 0, swapBehavior 2, swapInterval 1, profile 2)ĬcumBits=64 cAccumRedBits=16 cAccumGreenBits=16 cAccumBlueBits=16 cAccumAlphaBits=16 swap interval: 1ĭefault: ContextFormat: v4.5 profile: 0 options: it seems that OpenGL ES 2.0 and EGL are not being used. Obtained # 10 ARB QSurfaceFormat(version 4.5, options QFlags(0x4), depthBufferSize 24, redBufferSize 8, greenBufferSize 8, blueBufferSize 8, alphaBuffe 1, greenBufferSize -1, blueBufferSize -1, alphaBufferSize -1, stencilBufferSize 8, samples -1, swapBehavior 2, swapInterval 1, profile 0) Qt.qpa.gl: QWindowsGLContext::QWindowsGLContext 0x1179548 ARB requested: QSurfaceFormat(version 2.0, options QFlags(), depthBufferSize 24, redBufferSize Qt.qpa.gl: ARB::createContext Creating context version 2. S=8 cRedShift=16 cGreenBits=8 cGreenShift=8 cBlueBits=8 cBlueShift=0 cDepthBits=24 cStencilBits=8 cAuxBuffers=4 iLayerType=0 cAlphaBits=8 cAlphaShift=24 cAĬcumBits=64 cAccumRedBits=16 cAccumGreenBits=16 cAccumBlueBits=16 cAccumAlphaBits=16" PIXELFORMATDESCRIPTOR dwFlags=0x8225 PFD_DRAW_TO_WINDOW PFD_SUPPORT_OPENGL PFD_SUPPORT_COMPOSITION PFD_DOUBLEBUFFER iPixelType=0 cColorBits=32 cRedBit Size -1, blueBufferSize -1, alphaBufferSize -1, stencilBufferSize 8, samples -1, swapBehavior 2, swapInterval 1, profile 0) Qt.qpa.gl: QWindowsIntegration::createPlatformOpenGLContext QSurfaceFormat(version 2.0, options QFlags(), depthBufferSize 24, redBufferSize -1, greenBuffer Qt.qpa.gl: QOpenGLStaticContext::create OpenGL: "NVIDIA Corporation","GeForce GTX 570/PCIe/SSE2" default ContextFormat: v4.5 profile: 0 options: QFlags(0x4
Qt.qpa.gl: Qt: Using WGL and OpenGL from "opengl32.dll" Here the startup trace with GL debugging enabled (env variable QT_LOGGING_RULES = OpenGL 2.0 entry points available
I have explicitly linked to QtANGLE's implementation with -llibGLESv2 -llibEGL, and used the QtANGLE's OpenGL ES headers. I want to test the initialization sequence of the render library when ANGLE is used (we have to check the presence of some GL ES Extensions, and those have to be checked with EGL), but my dev machine has an OpenGL 4.4 capable Nvidia Graphics card, and apparently the fallback sequence is being launched, and Qt selects my OpenGL driver by default, instead of ANGLE. We have seleted the Qt-ANGLE Kit from QtCreator to build our app.
My question is: is there anything we can do to force our Qt 5.4 app to use ANGLE instead of the fallback sequence -> -> described "here": We want to assure that the app will run on as much as devices as possible, so we think that using ANGLE is a good idea.
Make sure the angle opengl es 2.0 emulation libraries rpgmaker windows#
We have a windows Qt desktop app that links to a rendering library based on OpenGL ES 2.0.