'geforce go 7400' opengl problem under vista

Hi!
My problem:
I’m using my Geforce Go 7400 under Windows Vista 32bit, installed the latest 101.41 drivers.
And I’m developing a software in java using jogl
Problem is: When calling the method glCreateShader oder glCreateShaderObjectARB I get an error message:

  • […] Method “glCreateShader” not available -

This sort of error message normally just occurs when using a method thats not supported by the hardware. But I have an idea that my card supports shaders…

It would be really cool, if some could help me finding a solution to my problem.

I didn’t try too long, but it seems, that it’s working with the old jogl, but not with the latest JSR231 1.1.0 RC3

Thanks!

Have you tried the latest nightly build?

What is the output of the jogl-demos demos.printext.PrintExt?

Are you using the GLCanvas or the GLJPanel?

Do the advanced demos like the HDR demo work on your machine? Have you tried using just the default GLCapabilities when creating your GLCanvas?

Thanks for assistance!

I’m using GLCanvas.
I just tried using the caps:


        GLCapabilities caps = new GLCapabilities();
        caps.setHardwareAccelerated(true);
        caps.setDoubleBuffered(true);
        GLCanvas canvas = new GLCanvas(caps);

But it|s not changing anything.

As well I tried the 1.1.0-pre-20070327-02:12:12 version.
All that didn’t help.

Using the old jogl version (net.java.games.jogl) did work in terms that I didn’t get any errors. Though I couldn’t see the shader effect yet… I’m working on it.

demos.printext.PrintExt output:


GL vendor: NVIDIA Corporation
GL version: 2.1.1
GL renderer: GeForce Go 7400/PCI/SSE2
GL extensions:
  GL_ARB_color_buffer_float               GL_ARB_depth_texture
  GL_ARB_draw_buffers                     GL_ARB_fragment_program
  GL_ARB_fragment_program_shadow          GL_ARB_fragment_shader
  GL_ARB_half_float_pixel                 GL_ARB_imaging
  GL_ARB_multisample                      GL_ARB_multitexture
  GL_ARB_occlusion_query                  GL_ARB_pixel_buffer_object
  GL_ARB_point_parameters                 GL_ARB_point_sprite
  GL_ARB_shadow                           GL_ARB_shader_objects
  GL_ARB_shading_language_100             GL_ARB_texture_border_clamp
  GL_ARB_texture_compression              GL_ARB_texture_cube_map
  GL_ARB_texture_env_add                  GL_ARB_texture_env_combine
  GL_ARB_texture_env_dot3                 GL_ARB_texture_float
  GL_ARB_texture_mirrored_repeat          GL_ARB_texture_non_power_of_two
  GL_ARB_texture_rectangle                GL_ARB_transpose_matrix
  GL_ARB_vertex_buffer_object             GL_ARB_vertex_program
  GL_ARB_vertex_shader                    GL_ARB_window_pos
  GL_ATI_draw_buffers                     GL_ATI_texture_float
  GL_ATI_texture_mirror_once              GL_S3_s3tc
  GL_EXT_texture_env_add                  GL_EXT_abgr
  GL_EXT_bgra                             GL_EXT_blend_color
  GL_EXT_blend_equation_separate          GL_EXT_blend_func_separate
  GL_EXT_blend_minmax                     GL_EXT_blend_subtract
  GL_EXT_compiled_vertex_array            GL_EXT_Cg_shader
  GL_EXT_depth_bounds_test                GL_EXT_draw_range_elements
  GL_EXT_fog_coord                        GL_EXT_framebuffer_blit
  GL_EXT_framebuffer_multisample          GL_EXT_framebuffer_object
  GL_EXT_gpu_program_parameters           GL_EXT_multi_draw_arrays
  GL_EXT_packed_depth_stencil             GL_EXT_packed_pixels
  GL_EXT_pixel_buffer_object              GL_EXT_point_parameters
  GL_EXT_rescale_normal                   GL_EXT_secondary_color
  GL_EXT_separate_specular_color          GL_EXT_shadow_funcs
  GL_EXT_stencil_clear_tag                GL_EXT_stencil_two_side
  GL_EXT_stencil_wrap                     GL_EXT_texture3D
  GL_EXT_texture_compression_s3tc         GL_EXT_texture_cube_map
  GL_EXT_texture_edge_clamp               GL_EXT_texture_env_combine
  GL_EXT_texture_env_dot3                 GL_EXT_texture_filter_anisotropic
  GL_EXT_texture_lod                      GL_EXT_texture_lod_bias
  GL_EXT_texture_mirror_clamp             GL_EXT_texture_object
  GL_EXT_texture_sRGB                     GL_EXT_timer_query
  GL_EXT_vertex_array                     GL_IBM_rasterpos_clip
  GL_IBM_texture_mirrored_repeat          GL_KTX_buffer_region
  GL_NV_blend_square                      GL_NV_copy_depth_to_color
  GL_NV_depth_clamp                       GL_NV_fence
  GL_NV_float_buffer                      GL_NV_fog_distance
  GL_NV_fragment_program                  GL_NV_fragment_program_option
  GL_NV_fragment_program2                 GL_NV_framebuffer_multisample_coverage
  GL_NV_half_float                        GL_NV_light_max_exponent
  GL_NV_multisample_filter_hint           GL_NV_occlusion_query
  GL_NV_packed_depth_stencil              GL_NV_pixel_data_range
  GL_NV_point_sprite                      GL_NV_primitive_restart
  GL_NV_register_combiners                GL_NV_register_combiners2
  GL_NV_texgen_reflection                 GL_NV_texture_compression_vtc
  GL_NV_texture_env_combine4              GL_NV_texture_expand_normal
  GL_NV_texture_rectangle                 GL_NV_texture_shader
  GL_NV_texture_shader2                   GL_NV_texture_shader3
  GL_NV_vertex_array_range                GL_NV_vertex_array_range2
  GL_NV_vertex_program                    GL_NV_vertex_program1_1
  GL_NV_vertex_program2                   GL_NV_vertex_program2_option
  GL_NV_vertex_program3                   GL_NVX_conditional_render
  GL_SGIS_generate_mipmap                 GL_SGIS_texture_lod
  GL_SGIX_depth_texture                   GL_SGIX_shadow
  GL_SUN_slice_accum                      GL_WIN_swap_hint
  WGL_EXT_swap_control

So I can see at least GL_ARB_vertex_shader and GL_ARB_fragment_shader.

Oh yea the HDR demo works. But I looked at it and saw that the program is ‘sumbmitted’ not as shader in glsl.

Thanks for the help so far…

Please post a small and self-contained test case. The PrintExt example clearly indicates the appropriate extensions are available. Are you sure you’re calling these methods while an OpenGL context is current? Have you tried installing the DebugGL pipeline in your init() method? See the source code for the Gears demo for an example. Does it report any errors?

Hi!

It works now! Thanks for the help. :slight_smile:
I used the Debug pipeline before, but that didn’t give me any errors.

But I than used the gears demo as you told me, and that worked.
So I added my shader class to that and at least I could create the shader. I found a few more little bugs that I than removed, so that it works now! ;D

I just have to figure out what exactly the difference ist between the gear demo and my programming…

I’ll let you know, in case someone has a similar problem.

Thanks!!

(btw. how do I activate this javadoc for intellisense in netbeans 5.5?)

Hi!
Alright, for the protocol:

Let me just show you what I changed in code:

BEFORE:


        this.context = .createContext(null);
        this.gl = this.context.getGL();

AFTER:


        this.context = gLAutoDrawable.getContext();
        this.gl = gLAutoDrawable.getGL();

That made the whole thing working.

Thanks, for the help!