frame buffer error unsupported Rico Colorado

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frame buffer error unsupported Rico, Colorado

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. Steven boubpopsyteam referenced this issue Jul 20, 2013 Closed Framebuffer, opengl errors on P2D, P3D, OPENGL #1983 codeanticode was assigned Jul 24, 2013 ptrv commented Aug 7, 2013 I get this The Industry's Foundation for High Performance Graphics from games to virtual reality, mobile phones to supercomputers Home Documentation About OpenGL 4.5 OpenGL Shading Language About OpenGL Extensions OpenGL Registry Spec Feedback Any suggestions ?

permalinkembedsavegive gold[–]Egwinriel 0 points1 point2 points 8 months ago(0 children)Processor: Sempron 145 (dual-core 2.8GHz, one core is unlocked) Video card: Radeon HD5450 Ram: 4GB RAM This might be too low too then? For more information, read revisions.txt and Help → Troubleshooting. Reload to refresh your session. Any solutions yet?

And I still don't understand how GenerateMipmap helped you. boubpopsyteam commented Jul 20, 2013 Can you try to upgrade to the real latest drivers ? Exploded Suffixes Framing "standalone" class output with "framed" and others With modern technology, is it possible to permanently stay in sunlight, without going into space? The tutorial went just fine, could complete it without any trouble.

ReplyReport Abuse thegaminglemong Joined: 21 Feb 2014 Total Posts: 1 15 May 2016 04:40 AM I have the same error on my Asus tf701t. A very good hint on what's supported is enumerating all the FBConfigs supported for creating a OpenGL context; usually this is a subset of the permissible FBO configurations. Good luck. 😄 Processing Foundation member benfry commented May 30, 2014 Please use the forum for general coding questions. Posts covered under these sections will most likely be removed.

Export The $PATH Variable, Line-By-Line Did Sputnik 1 have attitude control? My son has a Dream Tab also, and played successfully for ############, and then all of a sudden has now ######## the same error. However, as soon as I go in a 1v1 I get this error; RenderPass: Framebuffer is unsupported. She can get on the mobile app and download it and redownload it but, when she clicks play on a game it takes about 8-10 Seconds and then she gets this

I added Code : GL.GenerateMipmap(GenerateMipmapTarget.Texture2D); just below Code : GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb8, 256, 256, 0, PixelFormat.Rgb, PixelType.UnsignedByte, IntPtr.Zero); and it worked! Reload to refresh your session. Not the answer you're looking for? This message usually shows up on devices that use the Tegra 2 graphics chipset or a processor other than an ARMv7.

Much more modern than GLU.float matrix[16], inverse_matrix[16];glhLoadIdentityf2(matrix);glhTranslatef2(matrix, 0.0, 0.0, 5.0);glhRotateAboutXf2(matrix, angleInRadians);glhScalef2(matrix, 1.0, 1.0, -1.0);glhQuickInvertMatrixf2(matrix, inverse_matrix);glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix); Back to top Back to OpenGL and Vulkan Old topic! If it doesn’t, start the download now. Edit: Im using the browser client on the latest google chrome, my specs are: RAM: 2GB Processor: Intel Atom @ 1.46Ghz OS: Windows 10 32-bits, x64 processor 2 commentsshareall 2 commentssorted This error is something about the graphics card but I don't know what's wrong with my graphics card cuz I have terra 4 (one of the best graphics card for mobile)!

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By going into the NVIDIA control panel found in the Control Panel, I was able to set the NVIDIA adapter as the global default for all programs. Just downloaded the latest drivers directly from NVIDIA. (I guess Windows driver update doesn't always find the most recent driver.) Now running NVIDIA driver 320.49 released 07/01/13. You signed out in another tab or window. Examples would be turning off other programs, not running multiple browser tabs with Duelyst, etc.

The strange thing is that I'm getting low color values. All rights reserved. Sign in to comment Contact GitHub API Training Shop Blog About © 2016 GitHub, Inc. I searched a bit on this topic and i will hold on but this topic is not so well documented...

this is my constructor code for the Framebuffer object: Framebuffer::Framebuffer(uint width,uint height,initializer_list attachments) :width(width),height(height) { glGenFramebuffers(1,&fbID); glBindFramebuffer(GL_FRAMEBUFFER,fbID); if(std::none_of(attachments.begin(),attachments.end(),[](const AttachmentInfo& a){ return a.attachment == GL_DEPTH_ATTACHMENT; })){ //depth test needs either a depth If you wish to continue this conversation start a new topic. I replaced it by the float version. Join Builders Club Choose Your Avatar I have an account ROBLOX Support Mobile, Xbox and Virtual Reality Mobile App Basics ROBLOX Mobile System Requirements ROBLOX Mobile currently works on the following

It looks like you're new here. I have the following problem: There is no error, when using float texture attachments and a depth attachment. Already have an account? There is also no error, when using float texture attachments and integer texture attachments.

Processing was initiated by Ben Fry and Casey Reas. This means the device is not able to play games on ROBLOX. I'M USING Processing 2.2.1. ptrv commented Aug 11, 2013 I could fix the problem by replacing the jogl and gluegen jars shipped with processing with the newer version from the jogl website.

share|improve this answer answered Jun 20 '15 at 12:18 datenwolf 114k793201 Thanks, I just tried some more configurations and found out, that it works when using GL_DEPTH_COMPONENT32F instead of