opengl/opengl3.2 BEGINGL() failed on x86/x64
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which video card are you using
I have this same problem too. I'm on windows 7 with an GeForce 9800M GTS using verion 186.42 of their drivers. The old opengl render worked fine before and the new one should at least fall back to the original, but I get this error message instead.
Whoops forgot to mention I'm using the 64bit release build of svn revision 4502. It's compiled in visual studio 2010 express, but I've tried it with a newer version and it didn't work either. Also tried the emucr builds and they did the same thing.
nvidia geforce gtx 550ti
drivers verion 310.90
see if r4508 helps
I can at least select the opengl renders now, but they still don't work. It goes extremely slow and might show some logos or in game sprites, but the rest will be completely black. Sometimes it'll crash too when i switch to and from the software render. Thankfully I can still play with software mode.
Actually kirby super star seems to show everything and be playable. I was wrong about the speed sorry. It really seems to depend on the game I'm loading. Like metroid prime hunters will start up, fade into black and have a big white bar on the lower left of both screens. You can switch to the software render then you can play the game fine, but it'll be frozen till you do.
big deal, kirby isnt using 3d
have you tried changing between opengl 3.2 and opengl Old? Old isnt working for me right now, and 3.2 is
try r4512 which fixed display issues in the opengl Old driver. I still have issues with opengl Old crashing on some systems.
I saw something about PBO's in your code comment so I did a PBO test using opengl 2.1 with an extension viewer and it seemed to work pretty quick. Anyway I tried the opengl old render which actually works now though it's extremely slow in metroid prime. Does dolphin or blender use a similar method to how you output opengl? Both work fine on my machine.
comparisons to dolphin or blender arent useful. while its good to know that other opengl apps work correctly on your system, we already knew that, because old desmume versions worked correctly on your system.
are you using the opengl display method or ddraw hw / ddraw sw?
I tried all the display methods and it's still slow. It's getting around 12 to 15 fps when I try any display mode. Not sure what else i could provide to help. Is there any software I could use to see why it's going this slow so I could help you out better? Like inspect what the emulator is doing with the video card?
opengl old and opengl 3.2 slower than softrasterizer - -
slower than softrasterizer isnt interesting. its always been slower than softrasterizer on some systems, for some games. the only thing thats interesting is if its significantly slower than old versions from a week ago
I think 60 fps to 12 fps is a pretty significant hit for opengl. V:
this and the reported speed issues should be resolved now?
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