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Flickering and No display, in the Intel HD Graphics #73
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I had a similar issue. Only getting black screen in the control, but no flickering on resize. I have Intel UHD Graphics 620 and NVIDIA GeForce MX 130. I usually disable NVIDIA card to conserve battery power while I work. When I enabled the card it works fine. GameWindow (without using GLWpfControl) however works perfectly fine while my NVIDIA card is disabled. |
I have tested the example on many different graphics chips. I have found that it does not work (black screen) on: I does however work on these: |
I'm experiencing a similar issue. NB : The WPF control works fine on a laptop GTX 1060 |
Similar issue. My triangle code is as below, the color should be GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
float[] vertices = {
-0.5f, -0.9f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
int VAO = GL.GenVertexArray();
int VBO = GL.GenBuffer();
// VAO Binding
GL.BindVertexArray(VAO);
// VBO Binding & vertices to GPU Buffer
GL.BindBuffer(BufferTarget.ArrayBuffer, VBO);
GL.BufferData(BufferTarget.ArrayBuffer, sizeof(float) * 9, vertices, BufferUsageHint.StaticDraw);
// VBO Binding & vertices to GPU Buffer
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
GL.EnableVertexAttribArray(0);
// Vertex Shader
string vertexShaderSource = "#version 330 core\nlayout (location = 0) in vec3 aPos;\n\nvoid main()\n{\n gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n}";
int vertexShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertexShader, vertexShaderSource);
// Fragment Shader
string fragmentShaderSource = "#version 330 core\nout vec4 FragColor;\n\nvoid main()\n{\n FragColor = vec4(1.0f, 0.8f, 0.6f, 1.0f);\n} ";
int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragmentShader, fragmentShaderSource);
// Attach Shader to Program
int shaderProgram = GL.CreateProgram();
GL.AttachShader(shaderProgram, vertexShader);
GL.AttachShader(shaderProgram, fragmentShader);
GL.LinkProgram(shaderProgram);
GL.UseProgram(shaderProgram);
// Draw Triangle
GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
// Clear Buffers
GL.DeleteVertexArray(VAO);
GL.DeleteBuffer(VBO);
GL.DeleteProgram(shaderProgram); |
@Sicheng-Wei You forgot to call |
Thank you everyone for the validation. |
@BoyBaykiller Thanks a lot, it actually solves my problem. It's my code's bug. I will figure out more about debug output problems. |
I had a flickering issue when using OpenGL versions 3.2, 3.3 with different Intel graphics cards (Intel UHD, Intel Iris Plus, Intel Iris Xe). But with OpenGL 3.0 everything worked fine. I didn't even change the shader code, I just ran GlWpfControl with the new OpenGL version settings. Also everything is working when some not existing OpenGl official version is set, like v3.6. I suppose it's a graphics card driver issue. |
I'm also experiencing this issue with Intel UHD Graphics on my machine. I've tested this on a different machine with an RTX 3080 and the issue does not persist. I think some further investigation is required. |
A bit of digging: I updated my drivers, the issue still persisted. I ran the example project and rendering was fine. I then changed the |
Interesting! Maybe we should open an issue on the intel driver issue tracker to see if this is intentional. |
- Capped NUnit, OpenTK and Moq to their respective versions - Downgraded OpenTK to 4.3.0 for editor integration - see opentk/GLWpfControl#73 - Renamed TagComponent to Tag - Removed FinalEngine.Rendering.Components - Transform now implements IEntityComponent
Flickering occurs in the Example program.
This is my environment ↓
Black flicker, After that nothing is displayed...
At first the graphics appear fine, but while resizing the window by dragging, there is a black flicker, After that it turns black and nothing appears.
(I have not rewritten anything in the program.)
My image is that the buffer is running out of write space.
As long as you have time, I would appreciate your investigation.
Thank you.
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