Guardian [FINISHED]

Oh. It was the latter ;). And I really hate this new rule!!! (About the quotes).

Downloaded newest driver, still same error.

Latest Driver
GeForce GT 540M – GeForce 306.97 Driver
Version: 306.97 WHQL
Release Date: October 10, 2012

Ok so I have a GTX 580 with the same driver version and decided to test and I got the same exact error.

I have used this function numerous times without problems, so this game must be using this function in a wrong way.

I’m using the GL11 version of vertex arrays. (As shown in the VBO/VAO tutorial in the articles board)

I am aware that it is deprecated, and will attempt to either use OGL3 Vertex Arrays, or switch it all to VBOs (not sure if that is a good idea for performance.)

I will see what is best.

I’m not aware that it is deprecated :persecutioncomplex: searches up on google I looked at the LWJGL GL11 API, and there is nothing about GL11 being deprecated :clue:.

Do you even know LWJGL? Just interested…

Yes, I was searching if GL11 was deprecated.

Not all of it is deprecated, just parts of it.
Including immediate mode and that kind of vertex arrays.

You can still use it though.

Yes, but it is no longer supported causing glitches like the above.

Ok. You beat me there. :wink:

Even if the game is using the function incorrectly, I still wouldn’t expect the native error, since LWJGL is supposed to check ranges. glDrawArrays is a complicated function though, so it probably isn’t possible to do every check. Debugging it would probably be easier with source – doable without, but probably not worth the trouble.

I wouldn’t chalk it up to deprecated GL paths – since these testers haven’t run into issues with vertex arrays before, it seems more likely that you are doing something wrong. Which means that when you go to refactor to VBOs/shaders, you may end up with the same error. Maybe post some of your rendering code?

Vertex arrays are deprecated but they should still work fine if you are not requesting core profile.

You should make a website so we can keep track of the project there…
Do it!

I would recommend going towards a blog…that way the posts are stacked and all the other blogspot features

Good ideas.

Just give me a week or so to learn and switch rendering to OpenGL 3.

Then I may start a blog.

I know learning OpenGL is a good idea…
But writing applications for OpenGL 3 is certainly not a good idea! Many people out there still have low-end or old hardware and are restricted to OpenGL 2.1 or even lower.

So to get most people playing your game I suggest targeting OpenGL 2.1 hardware, since it seems to be the best balance between being not deprecated and being usable for everyone.

I haven’t got some of those links, but minecraft, steam and WolfireGames have made stats about the user’s hardware. It showed that at the moment only about 50% of all the users have OpenGL 3+ cards (and drivers) and about 80-90% have OpenGL 2.1+ hardware. I myself got my OGL 4.2 hardware this summer. Before I had OpenGL 2.1 hardware.

davedes for example still has 2.1 hardware. :point:

I suggest learning the OpenGL 3 specification, but not really using it.

Odd. I thought I saw a survey that showed 80-90% OpenGL 3.3+ support. I did not save the URL, though.

http://store.steampowered.com/hwsurvey

Doesn’t break it down by OpenGL version, but you can expand the list of GPUs, and it overwhelmingly shows OpenGL 3+ capable cards. Consider that Steam installations already tend to bias toward higher-spec machines (I don’t have Steam on my crappy laptop) and that the survey doesn’t include specifics on Apple hardware at all, and 50% doesn’t sound implausible.

If your game’s free, then frankly you probably shouldn’t need to care. Learn and use whatever helps you the most.

Just ninja’ed… Right a second before I found the link…
Didn’t find the link about minecraft tho…