In these days of social distancing, game developers and content creators all over the world are working from home and asking for help using Windows Remote Desktop streaming with the OpenGL tools they use. NVIDIA has created a special tool for GeForce GPUs to accelerate Windows Remote Desktop streaming with GeForce drivers R440 or later. Download and run the executable (nvidiaopenglrdp.exe) from the DesignWorks website as Administrator on the remote Windows PC where your OpenGL application will run. A dialog will confirm that OpenGL acceleration is enabled for Remote Desktop and if a reboot is required.
It is possible to use your application to draw on other application's windows. Once you have found the window you want, you have it's HWND, you can then use it just like it was your own window for the purposes of drawing. But since that window doesn't know you have done this, it will probably mess up whatever you have drawn on it when it tries to redraw itself.
There are some very complicated ways of getting around this, some of them involve using windows "hooks" to intercept drawing messages to that window so you know when it has redrawn so that you can do your redrawing as well.
I wrote an open source project a few years ago to achieve this on the desktop background. It's called Uberdash. If you follow the window hierarchy, the desktop is just a window in a sort of "background" container. Then there is a main container and a front container. The front container is how windows become full screen or "always on top." You may be able to use Aero composition to render a window with alpha in the front container, but you will need to pass events on to the lower windows. It won't be pretty.
The 64-bit OpenGL import library is included in the Windows SDK and gets installed to %ProgramFiles%\Microsoft SDKs\Windows\\Lib\x64\OpenGL32.lib. The corresponding DLL is named opengl32.dll and is located in %SystemRoot%\system32. The 32-bit version is also named opengl32.dll and is located in %SystemRoot%\syswow64 on 64-bit Windows.
The OpenGL static and dynamic libraries OpenGL32.lib and opengl32.dll for 32-bit or 64-bit applications come with the OS and are now respectively in the Windows directories listed below. Just keep in mind that the 32-bit and the 64-bit OpenGL (and glew) libraries are named the same for historical reasons.
If you are using Visual Studio in Windows, no need to copy the opengl32.dll library in your Debug or Release directories where is your .exe or the path to OpenGL32.lib in Visual Studio - only add "Opengl32.lib" in Properties, Linker, Input, then Additional Dependencies.
I'm trying to install Sketchup 2019 on a Windows 10 VM (Ubuntu 18.04, QEMU 3.1.0), however Sketchup requires OpenGL 3.1 or later in order to run. I had asked a similar question previously hoping by enabling 3D acceleration with Virgl would work, however even though I was able to enable Virgl on the host and have the option to choose 3D acceleration with Virtio, OpenGL is still not on my windows VM. I then instead passed through an MSI GeForce GT 710 Nvidia GPU which works and shows up on the VM, however OpenGL still doesn't exist and Sketchup won't run.
To me it seems Windows is skipping redraws of non-OpenGL windows when an OpenGL SwapBuffers takes place regularly in a separate thread. But also in my case, there are things that make this disappear - for example, starting another windows timer refreshing a window every 15ms, or using spy++ as you mention.
GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES andVulkan development on the desktop. It provides a simple API for creatingwindows, contexts and surfaces, receiving input and events.
The solution? A patch made for windows 8.1, using windows update sh177y compatiblity drivers, replacing dlls by w7 ones, adding desktop software gpu manager, and patching the windows registry, enabling openGL capatibilities to be detected by softwares on top of already being there.
Already tried Starbound with an other driver for this card, which reported 2.0 opengl instead of 2.1, and surprise, the game wasn't able to start. Starbound is known for being, on top of poorly optimised, unable to even launch the menu without opengl 2.1.
In the documentations, I already saw multiple times this chip reffered as max 2.0 opengl capable, but in facts, it's doing great at running opengl 2.1 tasks, as long as you are on the already-rusty windows 7.
Speaking of the windows 10 drivers for this chip. Because they exist! They are in the windows driver store, and rocks only 1.1 opengl. Installing older drivers doesn't cause any issues in Windows 10, and allows some 1.1-2.1 to work.
While the chip is "supported" on windows 8, the driver provided is so poorly featured, most people prefere to use the windows 7 driver on w8, because "supported" doesn't mean "well supported", and they usually encounter the same issue with openGL than I do on windows 10, so let's say there is barely no difference between support and no support in the W8 - W10 case.
What compiler do you use? I would have thought you would have windows.h with it. Maybe the MSDN site has windows.h for download? Mine is kept in my Visual Studio directories but I also have another one that came with cygwin.
Dear Geant4 team,
I am used to practicing GEANT4 on Linux but today, I challenged myself trying to make a G4-based application on windows.
First, I have installed Qt5.15.2 with the modules that are shown in the picture below:
Of course, when I execute the viewer with /vis/open OGL, the terminal responds that I do not have an OGL driver. I can execute the other drivers but I would like to see the geometry and track interactively. So, my focus is on the OpenGL driver.
In other topics of this forum, I saw that people have the following additional drivers and I believe I have to get those drivers to be able to use the OpenGL visualization on windows.
For that reason, most commercial end-user software development is done on windows.
I work for a company, that creates flash games, and is thus not bound to a particular platform. However, we all develop on windows, because most of the tools we use aren't available for Linux.
Could you please take a look at this similar discussion works with OpenGL enabled document windows error in Photoshop CC 2014 and let us know if that helps? Also, which version of Photoshop are you using?
I know its an old topic, but I have same cpu (Intel HD 3000 + amd 6630m as gpu) and the solution proposed by @Sirius_Fuenmayor did not work for me. Intel HD 3000 is not supported on windows 10, but somehow I can run old versions of paraview on my notebok without any problems. Below is a version that still works:
Fusion 8.5 was pre-installed as was Windows 10 Bootcamp. Apart from a few issues with Windows 10 activation when switching between a Virtual Machine and booting directly into windows its been pretty stable.
One final thing. As before when the virtual machine starts the window is a very long letterbox extending off the screen. I have to drag one side in to see the desktop. Once windows has properly booted and the video driver takes over it returns tro a normal aspect ratio. Is there anything I can do about this or just put up with this behaviour?
GLUT (and hence freeglut) takes care of all the system-specific choresrequired for creating windows, initializing OpenGL contexts, and handling inputevents, to allow for trully portable OpenGL programs.
To request using Vulkan, OpenGL, or Direct 3D 12, set the environment variable QSG_RHI_BACKEND to vulkan or opengl or d3d12, or use the equivalent C++ API in main(). Note that some of these 3D APIs may require the appropriate drivers to be installed.
This configuration is the most flexible because no dependencies or assumptions are hardcoded about the OpenGL implementation during build time. It allows robust application deployment. When a given environment fails to provide a proper OpenGL 2.0 implementation, it will fall back automatically to load an alternative to opengl32.dll, the default name of which is opengl32sw.dll. The pre-built Qt packages ship a build of Mesa llvmpipe, a software rasterizer implementation of OpenGL, under that name.
When configured with -opengl dynamic, neither Qt nor the applications built using qmake or CMake will link to opengl32.lib. Instead, the library is chosen and loaded at runtime. By default, Qt will determine whether the system's opengl32.dll provides OpenGL 2 functions. If these are present, opengl32.dll is used, otherwise it attempts to load opengl32sw.dll. See below for details.
The dynamic loading has a significant impact on applications that contain native OpenGL calls: they may fail to link since opengl32.lib is not automatically specified to the linker. Instead, applications are expected to use the OpenGL functions via the QOpenGLFunctions class. Thus the direct dependency on the OpenGL library is removed and all calls will be routed during runtime to the implementation chosen by Qt. Alternatively, applications are free to make direct OpenGL function calls if they add opengl32.lib to their .pro project files: LIBS += opengl32.lib (Visual Studio) or LIBS += -lopengl32 (MinGW). The result is, from the application's perspective, equivalent to the -opengl desktop build configuration of Qt.
Qt::AA_UseSoftwareOpenGL is special in the sense that it will try to load an OpenGL implementation with a non-standard name. The default name is opengl32sw.dll. This allows shipping a software-only OpenGL implementation, for example a build of Mesa with llvmpipe, under this name. If necessary, the filename can be overridden by setting the QT_OPENGL_DLL environment variable.
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