OpenGL validation error #16788
Replies: 3 comments
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Quick addition, here is some more of the log that might be relevant: ERROR wgpu_hal::gles::egl: EGL 'eglCreateSyncKHR' code 0x3004: EGL_BAD_ATTRIBUTE error: In eglCreateSyncKHR: EGL_SYNC_NATIVE_FENCE_FD_ANDROID specified valid fd butEGL_SYNC_STATUS is also being set
INFO bevy_render::renderer: AdapterInfo { name: "NVIDIA GeForce GTX 1650/PCIe/SSE2", vendor: 4318, device: 0, device_type: Other, driver: "", driver_info: "3.3.0 NVIDIA 565.77", backend: Gl } |
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When upgrading from bevy 0.12. -> 0.15, I get a similar error. It seems that my embedded graphics card (
Code: fn main() {
App::new()
.add_plugins(DefaultPlugins)
.run();
} |
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Addition: When using
Code: App::new()
.add_plugins(DefaultPlugins.build().set(RenderPlugin {
render_creation: RenderCreation::Automatic(WgpuSettings {
backends: Some(Backends::PRIMARY /*or VULKAN*/),
..Default::default()
}),
..Default::default()
}))
.run(); |
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When I try to run my game with the OpenGL backend (
RenderPlugin { render_creation: RenderCreation::Automatic(WgpuSettings { backends: Some(Backends::GL) })}
), I get a panic:I have an NVidia GTX 1650 on linux using the
565.77
driver.Is my GPU not supported?
I understand that vulkan is better, and vulkan does work (somewhat), but I'd really like to figure out what is wrong with OpenGL here, given other games can run opengl just fine.
Code for minimal reproduction:
Cargo.toml:
main.rs:
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