A list of puns related to "Java OpenGL"
So a friend of mine was loading into a single player world from my pc and while the world was loading for the first time he was spamming the mouse buttons while waiting. That's when minecdaft crashed for the first time and the screen was like my task bar plastered all over the screen. After that I closed minecraft and tried to reopen it and that's ehrn I got the error. It got fixed after restarting my pc however ots been doing that every day since then and I've had to restart it every time in order to play. I run a private minecraft server simultaneously and it always crashes a few seconds after I log into it.( I have tried adding the OpenGL.DLL manually into the Java jre but that didn't seem to work ) Does anyone know how I can fix this?
I've been trying(for a couple weeks now) to draw a 2d image using opengl and I just can't seem to get it right. I am very experienced with coding with java/android studio but it's the first time I need to use opengl.
I know how to draw any shape I want and fill it with any color, but, I just can't draw the texture.
I believe the problem is either in the draw() or the shaders.
This is the draw function of a Sprite Object:
GLES20.glUseProgram(shader.program);
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
int position = GLES20.glGetAttribLocation(shader.program, "position");
int color_uniform = GLES20.glGetUniformLocation(shader.program, "color");
int tex_position = GLES20.glGetAttribLocation(shader.program, "a_tex_coords");
int texture_uniform = GLES20.glGetUniformLocation(shader.program, "texture");
vertex_buffer.position(0);
GLES20.glVertexAttribPointer(position, 2, GLES20.GL_FLOAT, false, 2 * 4, vertex_buffer);
GLES20.glEnableVertexAttribArray(position);
texture_buffer.position(0);
GLES20.glVertexAttribPointer(tex_position, 2, GLES20.GL_FLOAT, false, 2 * 4, texture_buffer);
GLES20.glEnableVertexAttribArray(tex_position);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture.texture_id);
GLES20.glUniform1i(texture_uniform, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length, GLES20.GL_UNSIGNED_SHORT, index_buffer);
GLES20.glDisableVertexAttribArray(position);
These are my vertex / fragment shader codes:
private final String vertexShaderCode =
"attribute vec4 position;" +
"attribute vec2 a_tex_coords;" +
"varying vec2 v_tex_coords;" +
"void main() {" +
" gl_Position = position;" +
" v_tex_coords = a_tex_coords;" +
"}";
String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 color;" +
"uniform sampler2D texture;" +
"varying vec2 v_tex_coords;" +
"void main() {" +
" gl_FragColor = texture2D(texture, v_tex_coords) * color;" +
"}";
I Get errors for loading up minecraft 1.17. How do I fix this?
------------------System Information------------------ Time of this r - Pastebin.com
I need help, I play in Forge 1.16.5 and I use Sildurs Vibrant Shaders 1.29 Medium and since I have used it in this world, appears the OpenGL 1281 error. Also, it happens that the blocks in the area in the photo become invisible, but that only happens there and nowhere another place.
https://preview.redd.it/a73rdgw2j4n71.png?width=1920&format=png&auto=webp&s=c7b6c39e83ae4f111878c68a12e5d42e0d9661df
I made a post the other day about Optifine and mentioned Sodium in it. However that was before I knew there was a more experimental version of Sodium which runs way better.
Here was my original testing:
I also did some tests with Sodium 0.1.0 which while better than native were far behind Optifine
A few people in the comments mentioned the new version of Sodium with its OpenGL 4.3 renderer was much better, and /u/pajicadvance23 linked me to a compiled version of it on github here. You'll also need to install fabric and you might want to install fabric api as well.
It runs much better after you set the settings to use the 4.3 renderer
16 Chunks Sodium 4.3 - Over 900 fps
26 Chunks Sodium 4.3 - Over 700 fps
32 Chunks Sodium 4.3 - Over 600 fps
32 Chunks Sodium 3.0 - ~69fps -- Just for reference its still same as previous 0.1.0 build
Now you can see that my GPU is still not being fully utilized, but its clear that there are major issues with Minecraft's code code, which is often called out by developers when looking at some other mods that help with optimizations
So there you have it, replace the poor performance from the default minecraft engine and get up to 16x performance just by fixing its rendering pipeline.
Older post here which includes info on how to install Optifine: https://www.reddit.com/r/Amd/comments/l7ak6a/minecraft_players_make_sure_to_use_optifine_or/
Edit: Wow thanks for all the support guys, glad its helping people out! :)
I forgot to mention but you need to be logged into github to get the download file, also that link will probably exp
... keep reading on reddit β‘Im trying to learn openGL and i want to do it in kotlin, but i have not found any good tutorials for JOGL that are current and useful.
Right now im following along with The Cherno's openGL series and just converting his c++ code into kotlin/JOGL. This is working fine for me because the the JOGL bindings are direct translations, so my openGL calls are all the same. Im asking this because i recently lost three days to a bug that turned out to be a quirk of java's buffer object that i didn't know about. . . Does anyone actually still use JOGL or am i stupid for even trying?
it says "GLFW error 65542: WGL: the driver does not appear to support OpenGL. please make sure you have up to date drivers. Help at aka.ms/mcdriver."
The driver is up to date and the game runs totally normal except for 1.17 version. Even tried uninstalling and reinstalling. If you are experiencing the same or have a solution let me know pls π₯Ίβ€οΈ I have tried looking it up as well and I so far canβt find any leads
Hi, I had to reset my brothers laptop for him not long ago. The Minecraft launcher opens and goes to start, but it keeps giving him the error in the picture, but it changes from 65542 to 65543 every launch. This error didn't happen before the reset. All his drivers when they are all updated to the latest version. He plays mostly on Minecraft 1.12.2 to the latest version mainly. Could someone help me figure out the problem for him?
His computer specs if needed:
Processor: Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz 3.10 GHz
Graphics Card: Intel(R) HD Graphics
Motherboard: Hewlett-Packard 1495 (SOCKET 0)
Memory (RAM): 8GB
ok so i was trying to run minecraft on a Dell Latitude E4300, i was able to run it succesfully on a cracked minecraft launcher called Titan Launcher, though it lagged a bit. But when i run minecraft on the official launcher i get an error, as you can see in here ( https://paste.minecrafthelp.co.uk/?473ce5c33ea5fbcc#F85YZqfGvQrX6Wi1JdRAjCfXEoEv7xPzdnmmei2WvAHL ). I did try fixing it by downloading a opengl.dll and pasting it in ( Local Disk C/Program Files/ Java/jre1.8.0_291/bin ) but it still crashed and gave the same errors, if anyone knows how to fix this id gladly accept their help.
edit 1. i forgot to mention that i can only run minecraft upto 1.15.2, sorry!
So i was trying to play Minecraft 1.17 when I got hit with an error that said "GLFW error 65542: WGL: The driver does not appear to support OpenGL". I tried searching all around and trying different strategies to fix this such as, updating my drivers, manually installing opengl into the java bin folder and even looked at the Minecraft help page for updating drivers and none of that worked. I tried going to intel and installing/updating drivers there and it still didn't work. All of the other versions work completely fine but for some reason 1.17 just will not work for me. If anyone knows how to fix this problem please tell me. (also i made a mistake in the title ._.)
Hi, am new in this reddit, and i need some help with something, i bought a new graphic card for my pc because the old was fried by the time, and now minecraft shows up OpenGL: 1282 Invalid Operation, idk it was problem of my pc or i only have bad luck, looks like this.
UPDATE: I updated my OpenGL Driver and now, doesn't get the actual GPU, says VMware Gallium 0.4 on the Display when i press F3, but the games works correctly with a really low fps
I guess this could also be a weird LWJGL issue where it is not compatible with Java 16, so if anyone has any idea about what could be the issue, please let me know.
OpenGL 1.17 error
Hi! So, I'm trying to open my Minecraft on the new 1.17 version and I actually can't do it. It crashes and says: GLFW error 65542> WGL: The driver does not appear to support OpenGL. Please make sure you have up-to-date drivers (see aka.ms/mcdriver for instructions).
and the game output says:
https://paste.minecrafthelp.co.uk/?5991d787ef04ff73#356fh2qm4ygoDpNS3LykoeqnDr5cTpWSVLrn5FUDuXbd
And I don't know what to do. I tried updating my java, drivers, etc but nothing seemed to work.
Above is the thread I mistakingly posted on r/Minecraft.
My Computer specs:
Windows 10 Pro x64 Version 20H2
Intel i5-8500
16 GB RAM
Nvidia Quadro P620 (2GB), Driver version 461.55
Java 8 Update 291
1.8.9 Forge 2318
Crash Report: https://pastebin.com/uXYPyCYB
Crash Message: https://imgur.com/a/gpc2Gnr
When it crashes: https://imgur.com/a/gm0fd5j
Versions: Minecraft 1.8.9, Optifine 1.8.9, BLC 2, Forge 1.8.9
Background: About a month ago, I updated my GPU driver to version 461.72 in hopes of fixing my recording software. Consequently, that broke every version of 1.8.9 (I have not tried other Minecraft versions), including Forge, Optifine, Vanilla, Badlion 2, Badlion 3, and only Lunar client (which uses Zulu Architecture rather than Java SE Binary) works now, which makes me think Java might be the culprit. I mainly want to use Forge for Replay Mod and Tick Rate Changer Mod.
Problem: 1.8.9 versions will not load at all and will crash, giving me the error message. Even without any mods, Forge still crashes, but using Forge, I realised Minecraft crashes every time at Reloading Listeners -> Model Manager.
Attempts to solve: I deleted options.txt (bad idea) about a month ago and that did not work. I also tried deleting the "libraries" folder, and that gave me these errors: https://imgur.com/a/2GPfU8x https://imgur.com/a/DD1o5Lq. I also updated my GPU driver to the latest version, but Windows Device Manager downgraded me back to 461.55. I have updated Java to version 291 but that did not seem to change anything.
Similar problems: Badlion Client also runs on Java SE Binary, and BLC 2 just crashes, and BLC 3 freezes when I select Replay Mod, which I suspect might have something to do with Java.
I do believe that is everything, and thanks in advance.
I'm playing around with building an engine for 2D games using only the Java built in graphics capabilities. I am getting a frame rate in the 300 fps, but last night I activated the OpenGL pipeline using the system property sun.java2d.opengl and I noticed that it appears to automatically use vsync as my frame rate locked at 60.
I searched for additional properties to turn it off, looked into the java.awt.Toolkit and BufferStrategy classes but didn't find any place to change it. I was able to disable it completely in the NVidia control, but not in the Java code.
Is there a way to turn the vsync on and off when activating the OpenGL rendering pipeline?
Do you feel opengl is obsolete now compared to newer DX/Vulkan ? Why do game programming over another field of programming like Frontend Javascript if it pay more and it's easier or C# / Java backend jobs ? Why you prefer programming over sysadmin/cisco works ?
Good evening my fellow homies; I'm currently working with LWJGL3 for my current project, which is mainly for my portfolio. This is why I'm painstakingly implementing my own lower-level components instead of using libraries for everything that I need.
Now regarding OpenGL; currently the task is centered on a GUI for my application but I am juggling between the implementation of this (GUI) and the OpenGL pipeline. In case it's not blatantly obvious, the OpenGL will be required for more than the GUI,so I'm working in a step-wise refinement pattern of: |functionality implementation---> re-implement with OOP abstraction ----> refine data-flow|
Now my concern is the following; would it be functionally correct to have an OpenGL class and encapsulate object instances of this within the Object classes of the components I need to render?
An example: To implement the GUI, I've created a class called GUI_Construct that can be called to create a new GUI context (For my implementation, a context would be the main GUI on the current screen, but a Menu that pops up in the current screen would be a new context) The GUI_Construct will then create a new Object instance of the class APE_GUI. This step is important because it is within this object that I intended to encapsulate a constructor for the OpenGL class. So this leads to my main concern regarding this issue, which is below as a TLDR for anyone that didn't get this far.
TLDR: If implemented this workflow and created new glCapabilities and OpenGL render-loop within every GUI context; would this be super inefficient regarding memory? The project is a bare bones graphical tool-set engine (It will be used as a game engine for someone else's project but I'm using it for exploration of algorithms based on biological behaviors) So with that in mind, eventually OpenGL or Vulkan will be used for actual 2-D and 3-D scene rendering. This is why I'm so concerned with memory management (I would be regardless but there's more emphasis on it now)
I apologize for the long post and would like to thank everyone in advance for the help; thank you!
This is my first post on reddit ever so I have no idea if I'm doing this right but I desperately need help. I recently got a pc (dell optiplex 780) and I bought minecraft java and downloaded minecraft launcher but it will not let me run minecraft. I've tried updating the drivers through the windows updater thing, I also downloaded tlauncher not knowing it was a cracked version of minecraft, I thought it was just another way to launch the minecraft I had bought. And I even went to the Dell website to find the graphics driver thing for my computer but the website said they weren't available yet, please help, I have no idea what to do. (Btw I am on windows 10)
when i open up mc normally it works fine same goes for optifine. but when i try to run it with lunar it first gets: glfw error 65542 wgl and the fails to open java. don't know what is happenig. pls help me.
Hi maybe this is a stupid question but I have an old intel macbook air, in which I am developing a desktop application, for reasons beyond my control it is in Java and JOGL (opengl)
Will I be able to compile Java in macbook M1? what about JOGL? it is a library for using OpenGL in java which supports mac and linux but not sure if it will also run in m1 chip?
any comment / experience will be very appreciated
I just picked up an ASUS Vivobook 15 with AMD Ryzen 3200U/Radeon Vega Mobile Gfx, and I'm having trouble launching Minecraft. I'm getting the following error message:
"GLFW error 65542: WGL: The driver does not appear to support OpenGL."
I've updated my drivers and installed OpenGL, but when running through my program files I noticed I don't have a folder for Java like most videos I've looked to for help, so I placed the .dll directly into Minecraft's jre-x64 folder.
Neither of these things have helped me, so I'm not quite sure what to do. Any help would be appreciated, and thanks!
Hello, i upgraded my drivers and BIOS thru the MSI Dragon center and when i try to open minecraft it said OpenGL: Graphic card drivers outdated i have a MSI GTX 1660 TI 6GB i upgraded my drivers thru the GeForce Experience Program i retry still the same i search online then after i readed some stuff and watched tutorials i downloaded the OpenGL file and putted it into my java runtime of minecraft and it opened minecraft but my FPS is very low from around 700 - 1300 FPS it stays at 30-100 FPS Please help!
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