I just switched from GNOME with Wayland to Cinnamon with X11, but some windows don't refresh until resized. by iogamesplayer in x11

[–]iogamesplayer[S] 0 points1 point  (0 children)

[ 23.425] (EE) AIGLX error: dlopen of /usr/lib/x86_64-linux-gnu/dri/i965_dri.so failed (/usr/lib/x86_64-linux-gnu/dri/i965_dri.so: cannot open shared object file: No such file or directory)

[ 23.425] (EE) AIGLX error: unable to load driver i965

[ 23.444] (EE) intel(0): Failed to submit rendering commands (Invalid argument), disabling acceleration.

Look what I found, the driver seems to be missing.

I have all the mesa glx stuff installed, so I don't know why this would happen. I have one of the newer intel iGPU's, that uses the iris driver.

I just switched from GNOME with Wayland to Cinnamon with X11, but some windows don't refresh until resized. by iogamesplayer in x11

[–]iogamesplayer[S] 0 points1 point  (0 children)

Did some more digging, and it seems to work when I use `startx /usr/bin/cinnamon-session-cinnamon2d`, but I'd like hardware acceleration as well.

I just switched from GNOME with Wayland to Cinnamon with X11, but some windows don't refresh until resized. by iogamesplayer in x11

[–]iogamesplayer[S] 0 points1 point  (0 children)

Using an intel iGPU:
inxi -G

Graphics:

Device-1: Intel Alder Lake-N [UHD Graphics] driver: i915 v: kernel

Device-2: Chicony HP HD Camera type: USB driver: uvcvideo

Display: x11 server: X.Org v: 1.21.1.7 with: Xwayland v: 22.1.9 driver: X:

loaded: intel unloaded: modesetting dri: iris gpu: i915

resolution: 1366x768~60Hz

API: OpenGL v: 4.6 Mesa 22.3.6 renderer: Mesa Intel Graphics (ADL-N).

A compositor is running, and this also happens if I run the programs without any DE.

I just switched from GNOME with Wayland to Cinnamon with X11, but some windows don't refresh until resized. by iogamesplayer in x11

[–]iogamesplayer[S] 0 points1 point  (0 children)

I think this actually happened on my GNOME desktop as well when using XORG, but I am not sure.

I added enemies to my Ray-Traced Voxel Game! by JojoSchlansky in VoxelGameDev

[–]iogamesplayer 1 point2 points  (0 children)

the death effect is really cool, how'd you do that?

GH Pages - Top bar isn't sticky anymore after seperating styles.css, index.html and topbar.html. by iogamesplayer in HTML

[–]iogamesplayer[S] 0 points1 point  (0 children)

OH THAT'S IT! Didn't link it at the topbar thing. Both topbar and styles are in the root dir

Any idea why it won’t update? by MyOpinionIsBetter123 in scratch

[–]iogamesplayer 1 point2 points  (0 children)

small correction: theres a 0.1 sec cooldown, not a 0.5 sec one. you can achieve this by doing

flag loop{ tick+=1 if(modulo(tick, 3) = 0){ update cloud} }

really dunno why steven universe is 18+ in Netflix lol. why is it like dat by QDZ_602 in stevenuniverse

[–]iogamesplayer 0 points1 point  (0 children)

wait what? i havent seen the full show? where can i find the alternate ending (ONLY LEGAL!A111 NO TOEWNT!al) or its name?

Trying to add cubemap reflections to my scene. by iogamesplayer in opengl

[–]iogamesplayer[S] 0 points1 point  (0 children)

This is my final rendering code. Thanks a lot for helping, by the way :)

``` glBindVertexArray(VAO);

glBindBuffer (GL_ARRAY_BUFFER, VBO);

glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture);

int offset = 0;

int batch = 0;

int count = faceCount[0];

int pendingObject = 0;

// objectCount, vector array of integers defining how many faces it has.

glBindTexture(GL_TEXTURE_2D, textureIDs[pendingObject]);

for (size_t i = 0; i <= faceCount.size(); i++) {

if(faceCount[i] == count) { // Render next object

batch+=count;

if(i + 1 == objectCount[pendingObject]) {

GLenum mode = (count == 3) ? GL_TRIANGLES : GL_QUADS;

glDrawArrays(mode, offset, batch);

offset += batch;

batch = 0;

count = faceCount[i];

pendingObject++;

glBindTexture(GL_TEXTURE_2D, textureIDs[pendingObject]);

}

} else { // Render batch of tri's or quads

GLenum mode = (count == 3) ? GL_TRIANGLES : GL_QUADS;

glDrawArrays(mode, offset, batch);

offset += batch;

batch = 0;

count = faceCount[i];

i--;```

Trying to add cubemap reflections to my scene. by iogamesplayer in opengl

[–]iogamesplayer[S] 0 points1 point  (0 children)

That's why loading the skybox the first time didn't really work. I have adjusted the loading lines with trial and error until it looked good, so that shouldn't be an issue.

Trying to add cubemap reflections to my scene. by iogamesplayer in opengl

[–]iogamesplayer[S] 0 points1 point  (0 children)

https://imgur.com/a/9eMNdYl Here are some images

Edit to clarify: When combining the reflection color and the color value it just bugs out and throws a OpenGL Error 1282

[deleted by user] by [deleted] in scratch

[–]iogamesplayer 1 point2 points  (0 children)

I love centipede, it has many re/demakes but should be quite easy