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Godot segfaults silently if Opengl 2.1 support is missing #156
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related to: #1283 ? |
If this still valid in the current master branch? If yes, a check for the OpenGL version should probably be added to provide a meaningful error message and close Godot without segfaulting. |
Unfortunately I no longer have the hardware that was causing the problems in my possession. |
Related to #1162. |
Closing as a "won't fix" bug as there is nothing we can do to fix this issue. On the other hand #1162 proposes to catch the error before a segfault and to display a friendly error message, which should make this kind of errors easier to understand for the user. |
…eclarations Headers forward declarations.
Running on an old intel graphics chip, should print a little error message along the lines of "need opengl2.1 support to run" before segfaulting.
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