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OSX 10.10 crash on load project [Intel HD 3000] #19896
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Is possible IntelHD3000 does not support OpenGL ES 3.0 |
3.1 alpha is gonna come out sometimes soon and it should have a backport to OpenGL ES 2.0 it should work you could try again with the alpha version. |
Well, it supposedly supports OpenGL 3.3, but Apple drivers are really bad for OpenGL support. |
That issue can be attributed to a bad access.I have raised this as an issue and has been ignored by the Godot developers.I went as far as getting the offensive .cpp file but was still ignored. |
Your issue has a different backtrace, so no, it's not related. And nobody is ignoring you, we're just not able to fix all issues magically by a snap of our fingers, especially when only one person can trigger them, which is points at a system-specific issue. |
Intel HD3000 is not supported, use GLES2 backend. GLES3 backend will be removed on next version. |
Hello, I also have a HD graphics 3000, on windows 7, OpenGL 3.1.
It does not work in rc3 either, and in rc1 I only have the GLAD error at the beginning and I cannot even try to launch the project. |
@ImperatorS79 That's because your hardware does not support GLES3. You should advise the wesnoth devs to switch their rendering backend to GLES2, as it makes more sense for a 2D game if they want to aim for maximum compatibility. It used to work for you because Godot would automatically fall back to GLES2 when GLES3 is unsupported, but that feature was made opt-in as it's not a 1:1 compatibility fallback, so it should only be used knowingly. |
@Deph0 Can you still reproduce this issue in Godot 3.1.1 or a nightly build of the master branch (see https://hugo.pro/projects/godot-builds/)? |
For what it is worth, I do not have any error when starting Godot with that version. Still, when launching Wesnoth's Godot version and explicitly requiring GLES2 in the editor, I still get the following error:
I recall that, despite the error at launch, I was able to launch the project in Godot 3.1 beta 11 (last working beta). |
As you can see from the error, it's not using GLES2 but GLES3. To use GLES2 you should select GLES2 in the Project Settings. If your hardware doesn't support GLES2 and the project is GLES3, the editor with fall back to GLES2 and show it in the top right corner, but that's only for the editor instance, it doesn't impact the project config. |
And how can I modify this? Should it be a setting in project.godot, or another file? Should not Godot fallback to GLES2 at runtime automatically (if possible)? |
Godot used to fallback automatically, but that was disabled because especially in 3D, there is a LOT of difference between the two renderers in the feature set. |
Ok, I found the options hidden in the general parameters, and it works. Thanks for the infos ! |
Closing as we can't support these old chipsets with GLES3. They should work properly when switched to GLES2. |
Godot Version: 3.0.4
Platform: OSX 10.10, Macbook air 2011, HD graphics 3000
This happens when i try to load a project, or create a new blank project and loading it.
I can't quite tell what this is caused by, but i know apple has some terrible OpenGL drivers from past games and rendering tools, could be related?
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