Compatibility Testing

NOTE: TESTING NO LONGER REQUIRED.

I've been working on a 2D lighting program using OpenGL and have been working with friends to make sure that there aren't any issues in actually getting the thing to run, but I still only have limited hardware to work with. I'd appreciate it if a few of you here would take the time to test it out and report any sort of glitches or crashes.

http://www.mediafire.com/download.php?c2bd9dv9ges8v45
http://www.mediafire.com/download.php?gs00bgtv507uvcc

Controls:
.: Space to pause
.: R to reset lighting scene
.: Q to force a change in render target modes

If it doesn't run right for you, try alternating target modes. Tell me if one works and the other doesn't, and also respond with relevant hardware specs.

The results should be something along the lines of this:
http://img18.imageshack.us/img18/5498/sdlappcoreduo.png

However, if you see anything like this:
http://img804.imageshack.us/img804/3330/sdlappi7.png
Then the render target is losing its alpha channel, and I'll definitely need some hardware specs.


Update 1:
.: Got rid of a memory leak where I was calling glDeleteBuffers instead of glDeleteRenderbuffers
.: Changed resolution to 1280x720 (The high resolution made TARGET_MODE_TEXTURE_COPY run much slower, it's at 800x600 again in the recent link)
.: Press Q to swap between target modes
.: Disabled fullscreen switching
.: Updated OpenGL function loading mechanism to support function aliases

Note: The hassle of getting this code to work on all machines almost makes me want to rewrite this in Direct3D
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Is worried about compatibility


Sends an exe
closed account (10oTURfi)
I see no lighting, nor can enter full screen mode. Heck, even the space button doesnt do anything.

If Sapphire HD 6850 is not good enough to run that, I have no idea what is.
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The lighting seems to work for me in windowed mode, but not in full screen (@krofna try right alt + enter). Lighting stops working after I enter full screen, even if I go back to windowed mode.
Edit: That system has an ATI mobility radeon HD 4670
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ne555: I'm more worried about machine compatibility than OS compatibility.

Krofna, naraku: What drivers are you two using? Does the window respond after it "breaks"? When the program starts, look at the command prompt window - does it say anything about reverting to TARGET_MODE_TEXTURE_COPY? What sort of FPS is being reported?
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Driver version is 8.902.0.0 and it runs ~60FPS. After returning to windowed mode pressing r still resets the primitive shapes but the colored "lighting" shapes no longer appear. Would you be able to upload a video or images of the expected appearance? The console window doesn't show anything to indicate an error (or at least that I can tell).

Edit: Now what is really interesting is I just tested on an older system with a core duo processor and integrated graphics did get the warning about reverting to TARGET_MODE_TEXTURE_COPY but does run and show the lighting. It appears very different then on my i7 (I think how it looks on the core duo is how you expect it to look as it does look like lighting). Going into full screen shows the same warning again and shows the lighting although there is no movement.
Heres how it looks on my i7 http://img804.imageshack.us/img804/3330/sdlappi7.png and here is on the core duo http://img18.imageshack.us/img18/5498/sdlappcoreduo.png
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FYI, it does not start on Windows XP ("OpenGL Lighting.exe is not a valid Win32 application") nor with Wine ("unimplemented function KERNEL32.dll.InitOnceExecuteOnce").
Athar: I've compiled it using Visual Studio 2012, which drops support for Windows XP. I'm aware of that limitation, and it's not much of a concern for me. As for WINE, I've had issues running 2012 SFML programs on it as well, so I feel as though it's another compiler issue.

naraku: The Core Duo snapshot is what the program is supposed to look like, and good idea on the video, I'll get that recorded ASAP. Does your i7 have integrated graphics as well?

EDIT: I'm also having some issues with fullscreen switching, so I need to take a look at my algorithm and do some revisions. Until then, I'm not requesting that people test out the switching.
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Are there multiple light sources? If so, I think they get overpowered by each other too easily.

Full screen causes a crash on my HP Dv7-4285dx
There are multiple light sources, and in my tests they are behaving exactly as expected. Do they look anything like what Naraku first linked to? (Speaking of which, I had some problems getting a video recorded, so I'll just use Naraku's images as reference.)

EDIT: Just updated the OP, please read and re-test.
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I threw the program at a few other friends available, and the program only worked on ~20% of the computers that it ran on. Despite my best efforts to stick to the most generic functions and providing multiple mechanisms for accomplishing the affect, I'm just giving up and chalking this down as a reason to move to Direct3D in the future.
I do like DirectX better, but it seems weird that you're having compatibility issues with OpenGL
Compatibility regarding OpenGL holds up pretty well, until you try loading up any sort of extensions.
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