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Godot crashes at startup if the supported OpenGL version is too low #1748
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Confirmed on LUbuntu 14.10 32 bits Actually, it is quite a pain that Godot can't work on old devices. |
I tried to print a nice message, but it crashes and I don't have an old On Mon, Jun 8, 2015 at 5:47 PM, wawanbreton notifications@github.com
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I'm affected by this too, on one of my 3 machines. An old 2008 era laptop running Windows 7 Ultimate. GPU Caps Viewer says "Mobile Intel(R) 4 Series Express Chipset Family", GMA 4500MDH. GL_VERSION 2.1.0, GLSL version 1.2.0. It's a DX10 class part, but looking at some forums, Intel didn't bother to do OpenGL 3.x for these devices. OpenGL is definitely a deployment problem for old Windows laptops with integrated graphics. |
Master (1.1beta), 32bit debug build, Ubuntu 14.04. Executable: godot.x11.tools.32
Segfaults at start up.
Godot should print a friendly message, that it can't run. What are the minimal requirements to run the engine?
Program received signal SIGSEGV, Segmentation fault.
0x00000000 in ?? ()
(gdb) bt
#0 0x00000000 in ?? ()
#1 0x081705bc in RasterizerGLES2::init (this=0x97cda10)
#2 0x08c0e503 in VisualServerRaster::init (this=0x97fdaf0)
#3 0x08c43c74 in VisualServerWrapMT::init (this=0xb5862020)
#4 0x08051586 in OS_X11::initialize (this=0xbfffed6c, p_desired=...,
#5 0x0805b30a in Main::setup2 () at main/main.cpp:771
#6 0x0805a68e in Main::setup (
#7 0x0804f5ba in main (argc=1, argv=0xbffff0d4)
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) IGD x86/MMX/SSE2
OpenGL version string: 1.4 Mesa 10.1.3
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