Sonow I'm confused. Does the proprietary Nvidia driver work with the Mesa OpenGL? Or does the nouveau open source driver only work with Mesa's open GL, and I should install a non-mesa, proprietary, OpenGL from Nvidia to work with their proprietary driver?
In the first place, OpenGL describes an abstract, language-agnostic API meant to facilitate easy access to a machine's graphical capabilities. This allows software developers - like video game developers - to efficiently interface with the hardware at a lower-level, ensuring speed, reliability, and ease of programming among other things. Concretely, if a software developer wanted to speak directly to the graphics hardware, they would need to write code in Assembly Language or other hardware-level languages which are cumbersome and time-consuming to write. Instead, OpenGL allows for the high-level OpenGL Shading Language to be used which is much easier to use and can be thought of as only a step "above" speaking to the hardware in its own language. This means that calls to the hardware will be really fast, among other things.
As mentioned above, OpenGL is only a specification for an API. OpenGL provides a library with its install(the version of which you're seeing in your output) but in order to make these work, it needs to be implemented for a given OS. This is where Mesa comes in. Mesa(aka Mesa 3D) is open source and used in many Linux distros. It originally was conceived as just an implementation of OpenGL but these days it's a lot more. It also implements other API specs like OpenCL, and it comes bundled with hardware drivers.
Up until now, we've been relatively high level. Mesa, and the OpenGL spec are just middlemen between the application(or game) and the hardware driver for the graphics card, which is lower-level. Here we have a couple options and Mesa will provide one of these depending on the manufacturer of the graphics hardware and how cooperative they are with open source initiatives. For example, Intel's integrated graphics almost always use Mesa for everything, for the OpenGL implementation and for the hardware drivers. Intel contributes directly to Mesa's source code so that the whole graphics solution can be Mesa. Nvidia on the other hand...
Nvidia has classically been obstinate when it comes to working with the open source community, prefering to develop their own closed-source alternatives. This obstinance famously led Linus Torvalds to share his two cents about the company during one interview. Where Linux is concerned Nvidia provides its own OpenGL implementation and also its own hardware driver - all closed source. Nvidia has released some of their product drivers as open source but this is a limited range of products. Nouveau, on the other hand, is actually an effort by the open source community to provide a hardware driver that's deliberately reverse engineered from Nvidia's driver releases. As valiant an effort as this is, it often means that new graphics card features are necessarily behind in the Nouveau drivers compared to Nvidia's propreitary stack since the open source community is forced to play catch up.
You might get a lot of output so you could just check the top of it for the license to see if it's GPL or another open source license. It's not likely that you'll be using Nvidia kernel-space drivers with Mesa.
Error from GODOT Engine 3.2.1, your video card driver does not support OpenGl version.
My computer is an OMEN HP - 15 I7, on Windows 10, my videocard is a GeForce RTX 2070 Nvidia.T
he Godot application worked once, than I did receive the error message.
Can anyone help me please.
Michel
From what I understand (correct me if I am wrong), the OpenGL api converts the function calls written by the programmer in the source code into the specific gpu driver calls of our graphic card. Then, the gpu driver is able to really send instructions and data to the graphic card through some hardware interface like PCIe, AGP or PCI.
I think it is not that simple, because I always read that different graphic cards have different drivers, so a driver is not just a way to use the physical interfaces, but it serves also the purpose to have graphic cards able to perform different types of commands (which are vendor specific).
This question is almost impossible to answer because OpenGL by itself is just a front end API, and as long as an implementations adheres to the specification and the outcome conforms to this it can be done any way you like.
The question may have been: How does an OpenGL driver work on the lowest level. Now this is again impossible to answer in general, as a driver is closely tied to some piece of hardware, which may again do things however the developer designed it.
At the lowest level there's some graphics device. Nowadays these are GPUs which provide a set of registers controlling their operation (which registers exactly is device dependent) have some program memory for shaders, bulk memory for input data (vertices, textures, etc.) and an I/O channel to the rest of the system over which it recieves/sends data and command streams.
The graphics driver keeps track of the GPUs state and all the resources application programs that make use of the GPU. Also it is responsible for conversion or any other processing the data sent by applications (convert textures into the pixelformat supported by the GPU, compile shaders in the machine code of the GPU). Furthermore it provides some abstract, driver dependent interface to application programs.
In Unix the 34 connection may happen either over Sockets (yes, it may, and does go over network if you want to) or through Shared Memory. In Windows the interface library and the driver client are both loaded into the process address space, so that's no so much communication but simple function calls and variable/pointer passing. In MacOS X this is similar to Windows, only that there's no separation between OpenGL interface and driver client (that's the reason why MacOS X is so slow to keep up with new OpenGL versions, it always requires a full operating system upgrade to deliver the new framework).
Communication betwen 32 may go through ioctl, read/write, or through mapping some memory into process address space and configuring the MMU to trigger some driver code whenever changes to that memory are done. This is quite similar on any operating system since you always have to cross the kernel/userland boundary: Ultimately you go through some syscall.
Does anyone know what the fix is for this? No I can not change the video card and yes the drivers are up to date. I had it working on this laptop up until today when the popup came back again. Please, any help is greatly appreciated.
This process was created by the SCOTS team in order to allows you to create what is known as a driver shim. This is basically a way to force the Intel driver (which is the root of this issue, not City of Heroes at all) to work in compatibility mode for an older version of Windows. Usually this sort of thing is handled by the folks who made the driver or by a game's developers. Since we lack the latter here & Intel doesn't seem to care about OpenGL support, we're forced to do this ourselves instead. It may be worth attempting to run CoX in compatibility mode (Win7/8/8.1) first. That's not a universal solution but some report it does the trick and is much simpler. Ask how in one of the support channels on the Discords if you're unsure!
Please note as well this will not likely improve performance for folks who can already get into the game. This is generally intended for allowing those with the affected GPUs to launch the game at all or who experience crashes almost immediately to play. This is somewhat of a work in progress as to specific GPUs and such. Please bear with us. If you have feedback for this process, please be sure to let me (Nilt) or another SCOTS volunteer know.
Anything I ask you to type will be enclosed in quotes. DO NOT include the quotes, they're just to make clear what you need to type. Any **bold text** below is either a button label that you need to click or the name of the window or list where we are.
Try running the game. Hopefully it'll work but if not, please be certain to let someone in the Discord tech assistance channels know!
You may have a slightly different Intel driver file or something which we can help you identify.
ccleaner make a free tool spacey that read your hardware info. you can then post it here. also intel has a free driver check program that also will show your hardware info. also post your laptop model and we can google the info too.
If your computer has dual graphics (an Intel chipset and an Nvidia card), use the Nvidia options to ensure that homecoming.exe always uses the Nvidia hardware only. You will still probably get an error about old Intel drivers, but you can ignore it.
OK that got me back in...didn't realize the different folders tho I can only play 32bit cause the compatibility administrator is only for 32bit ? That sucks but at least it's working on this laptop again. ?
Long time original player returning and excited. I'm working with an older laptop but was able to get everything installed just fine. However, when I go to play, I get a message that "An OpenGL driver for your video card 'Intel(R) HD Graphics was not found." Goes on to say that the game will not run with my current configuration.
How Do I Shim the 64-Bit Client?
Find "/hc-bin64/cityofheroes.exe" in your Tequila folder in step 4. Any computer sold brand new in the 2010s is most likely 64-bit, so this will only work for the Homecoming 64-bit Client (the 32-bit one can be shimmed too, but it isn't necessary to go through all of this again if you can get 64-bit working.)
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