godot: Can't run Godot with OpenGL 2.1 on Linux with Intel 915GM
Godot version: 3.1 RC2
OS/device including version: root@slax
OS: Debian GNU/Linux 9 (stretch) i686 Model: 1872V79 ThinkPad T43 Kernel: 4.9.0-8-686 Shell: bash 4.4.12 Resolution: 1024x768 WM: Fluxbox CPU: Intel Pentium M 2.13GHz (1) @ 2.1GHz GPU: Intel Integrated Graphics Memory: 372MB / 2010MB
Issue description:
When trying to run Godot 3.1 RC2 there is just a blank background. I can run Godot 2.1.5 though.
My OpenGL version:
# glxinfo | grep "OpenGL"
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) 915GM x86/MMX/SSE2
OpenGL version string: 2.1 Mesa 13.0.6
OpenGL shading language version string: 1.20
OpenGL ES profile version string: OpenGL ES 2.0 Mesa 13.0.6
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 1.0.16
The output after running Godot in terminal:
# ./Godot_v3.1-rc2_x11.32
X Error of failed request: GLXBadFBConfig
Major opcode of failed request: 154 (GLX)
Minor opcode of failed request: 34 ()
Serial number of failed request: 24
Current serial number in output stream: 22
X Error of failed request: GLXBadFBConfig
Major opcode of failed request: 154 (GLX)
Minor opcode of failed request: 34 ()
Serial number of failed request: 24
Current serial number in output stream: 22
ERROR: initialize: Condition ' ctxErrorOccurred || !p->glx_context ' is true. returned: ERR_UNCONFIGURED
At: platform/x11/context_gl_x11.cpp:188.
OpenGL ES 2.0 Renderer: Mesa DRI Intel(R) 915GM x86/MMX/SSE2
ERROR: initialize: Directional shadow framebuffer status invalid
At: drivers/gles2/rasterizer_scene_gles2.cpp:3355.
ALSA lib pcm.c:8306:(snd_pcm_recover) underrun occurred
About this issue
- Original URL
- State: closed
- Created 5 years ago
- Comments: 28 (15 by maintainers)
It is not intuitive, that’s for certain. However, I don’t think it’s a bad thing to be able to run your editor in GLES2 while developing a GLES3 project. It may come in handy in some situations.
Still, I think any sane person would assume that if you see a “GLES2” label on your screen while working on a project, that means your project is in GLES2 mode. But converting your project back and forth every time you change the editor mode or open your project on GLES2 hardware… it would be even worse. Maybe add a caption near that button that clarifies that this is editor mode, not project mode?.. No, that’s waste of screen space, you only need to learn this once. I can’t come up with a better way to do this. This is the very first setting in the “Rendering” group, so I guess it can’t be even more obvious.
I have noticed that even if the window is blank, the gui components like text boxes and buttons seems to be working.