Problem running Defold - ERROR:GRAPHICS: dmGraphics::OpenGLFlip(1275): gl error 1280

Hello. I am a beginner developer. When I go through the tutorial, the game crashes on startup. (I use google translate because from kazakhstan. Sorry for mistakes ).

ERROR:GRAPHICS: dmGraphics::OpenGLFlip(1275): gl error 1280: ������������ ������� ������������

Assertion failed: 0, file ..\src\opengl\graphics_opengl.cpp, line 1275
INFO:CRASH: Successfully wrote Crashdump to file: C:\Users\Vlad\AppData\Roaming\Defold/_crash
ERROR:CRASH: CALL STACK:

 0 0x13FF50B40 dmCrash::GenerateCallstack D:\a\defold\defold\engine\crash\src\backtrace_win32.cpp:142
 1 0x1400179C4 raise minkernel\crts\ucrt\src\appcrt\misc\signal.cpp:547
 2 0x140017F90 abort minkernel\crts\ucrt\src\appcrt\startup\abort.cpp:71
 3 0x13FFBC600 common_assert_to_stderr<wchar_t> minkernel\crts\ucrt\src\appcrt\startup\assert.cpp:186
 4 0x13FFBCD84 _wassert minkernel\crts\ucrt\src\appcrt\startup\assert.cpp:443
 5 0x13FF55460 dmGraphics::OpenGLFlip D:\a\defold\defold\engine\graphics\src\opengl\graphics_opengl.cpp:1275
 6 0x13FC01D10 dmEngine::Step D:\a\defold\defold\engine\engine\src\engine.cpp:1604
 7 0x13FC02F40 dmEngineUpdate D:\a\defold\defold\engine\engine\src\engine.cpp:1955
 8 0x13FC02FE0 dmEngine::RunLoop D:\a\defold\defold\engine\engine\src\engine_loop.cpp:69
 9 0x13FBFBC60 engine_main D:\a\defold\defold\engine\engine\src\engine_main.cpp:127
10 0x13FFA6C14 __scrt_common_main_seh d:\agent\_work\4\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288
11 0x778259C0 BaseThreadInitThunk <unknown>:0
12 0x7795A2C0 RtlUserThreadStart <unknown>:0

Hello! And welcome to the Defold forum!

Which version of Defold are you using? Open Help->About.

Which operating system (looks like windows) and version? What kind of graphics card do you have? Are the drivers up to date?

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Defold v.1.2.184
Windows 7 x64
Radeon HD

You can help me? I cannot properly test the game, I always have to launch the game through the browser. Other engines like unity or solar2d do not issue any errors.

Not sure what’s wrong. Are the graphics drivers up to date?

@JCash any ideas?

A user with the same problem: What do these error messages mean?


Could you pls turn on this checkbox and then post here what you see in logs.

In my case it’s:

INFO:GRAPHICS: Device: OpenGL
INFO:GRAPHICS: Renderer: NVIDIA GeForce GT 750M OpenGL Engine
INFO:GRAPHICS: Version: 4.1 NVIDIA-16.0.13 
INFO:GRAPHICS: Vendor: NVIDIA Corporation
INFO:GRAPHICS: Extensions: GL_ARB_blend_func_extended GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader5 GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_occlusion_query2 GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_subroutine GL_ARB_shading_language_include GL_ARB_tessellation_shader GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_query_lod GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_depth_bounds_test GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB_decode GL_APPLE_client_storage GL_APPLE_container_object_shareable GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_texture_range GL_ATI_texture_mirror_once GL_NV_texture_barrier

I’m afraid I have no current ideas (other than that it’s something related to the OpenGL setup).

I unfortunately can’t reproduce it locally.

INFO:GRAPHICS: Device: OpenGL
INFO:GRAPHICS: Renderer: Intel(R) HD Graphics 4000
INFO:GRAPHICS: Version: 3.3.0 - Build 9.17.10.2875
INFO:GRAPHICS: Vendor: Intel
INFO:GRAPHICS: Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es2_profile

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Ok, now I see that app uses integrated Intel GPU instead of Radeon discrete GPU. It should be possible to switch this in GPU Driver settings.
I’m looing for instruction now.

UPD: @VLAHIN here is instruction RU and EN
It should help.

I think it’s interesting, since we do use the “magic” symbols that are supposed to help with this GPU selection (by the different graphics drivers).

The same are used in Godot for instance.

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This is a good question.
What does your system report for OpenGL support for the Intel HD graphics GPU driver?


Uploading: opengl.png…

When I try to update the driver:
A customized computer manufacturer driver is installed on your computer. The Intel Driver & Support Assistant is not able to update the driver. Installing a generic Intel driver instead of the customized computer manufacturer driver may cause technical issues. Contact Samsung for the latest driver for your computer.

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Wait a minute, but you said you have Radeon Gpu, no?

Короче, у меня видимо ноут слишком древний. И не одна версия драйверов не ставится на видеокарту кроме той, которая из коробки 2012 года выпуска. Переключение на дискретную не срабатывает, по той же причине драйверов. Мозги делает Open GL (у меня 4 версия, выше тупо железо не поддерживает как я понял). При запуске теста Open GL, так же все зависает. Я вижу два варианта: 1. Купить новый комп. 2. Поставить вин10, что 50 на 50 (чую проблемы с драйверами, ибо на 7 тоже с трудом ставилось). Этот ноут уже давно не поддерживается производителем и драйверов новее уже не будет. Пробовал отключать интеловскую карту, но не помогло. В общем я не знаю почему, но такая проблема только с дефолдом.

Intel HD 4000 встроенная. Radeon - дискретная

Hmm, your intel GPU Driver supports OpenGL 4.0

I ran a series of tests to identify the problem:

  1. When launched through hotkeys and through the menu, the result is different.
    https://youtu.be/bAGJ0hMpxAY

  2. If you launch a mobile template, then the game is blue. And if you run the desktop template, then everything is fine. When zoomed out, the startup screen turns blue again even on a desktop template. (I think the problem is in the resolution)
    https://youtu.be/IMLxm-9--vE

  3. The biggest problem. (solved)
    When I ran the build, I was enabled by Bandicam in the game recording mode, so I had crashes. When using the desktop recording mode, everything is fine.
    https://youtu.be/nHsfah3nyy0

Now it remains to solve the problem with the blue screen on the mobile template. There is a blue screen even when the bandicam is turned off.

hmmm, it looks similar to this issue Black screen is shown when building - #5 by mchlkpng

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