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Drawing a triangle doesn't work on laptop Asus K53SV with Mesa using Qt 6.7.0 beta1

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  • 8Observer88 Offline
    8Observer88 Offline
    8Observer8
    wrote on last edited by 8Observer8
    #1

    The example below should draw a red triangle but it draws nothing. It prints: OpenGL version, GLSL version, and vendor:

    OpenGL Version: 3.0 Mesa 11.2.2
    GLSL Version: 1.30
    OpenGL Vendor: VMware, Inc.
    

    541f3a7d-30dc-4227-8d2a-4ac4049d4d79-image.png

    main.cpp

    #include <QtGui/QOpenGLFunctions>
    #include <QtGui/QSurfaceFormat>
    #include <QtOpenGLWidgets/QOpenGLWidget>
    #include <QtOpenGL/QOpenGLBuffer>
    #include <QtOpenGL/QOpenGLShaderProgram>
    #include <QtWidgets/QApplication>
    
    class OpenGLWidget : public QOpenGLWidget, private QOpenGLFunctions
    {
    public:
        OpenGLWidget()
        {
            resize(350, 350);
            setWindowTitle("OpenGL Triangle");
        }
    
    private:
        void initializeGL() override
        {
            initializeOpenGLFunctions();
            glClearColor(0.4f, 0.8f, 0.9f, 1.f);
    
            qDebug() << "OpenGL Version:" << (const char*) glGetString(GL_VERSION);
            qDebug() << "GLSL Version:" << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
            qDebug() << "OpenGL Vendor:" << (const char*) glGetString(GL_VENDOR);
    
            QString vertexShaderSource =
                "attribute vec2 aPosition;\n"
                "void main()\n"
                "{\n"
                "    gl_Position = vec4(aPosition, 0.0, 1.0);\n"
                "}\n";
    
            QString fragmentShaderSource =
                "#ifdef GL_ES\n"
                "precision mediump float;\n"
                "#endif\n"
                "//out vec4 fragColor;\n"
                "void main()\n"
                "{\n"
                "    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
                "}\n";
    
            m_program.create();
            m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex,
                                              vertexShaderSource);
            m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment,
                                              fragmentShaderSource);
            m_program.link();
            m_program.bind();
    
            float vertPositions[] = {
                -0.5f, -0.5f,
                0.5f, -0.5f,
                0.f, 0.5f
            };
            m_vertPosBuffer.create();
            m_vertPosBuffer.bind();
            m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
            m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
            m_program.enableAttributeArray("aPosition");
        }
    
        void paintGL() override
        {
            glClear(GL_COLOR_BUFFER_BIT);
            glDrawArrays(GL_TRIANGLES, 0, 4);
        }
    
    private:
        QOpenGLShaderProgram m_program;
        QOpenGLBuffer m_vertPosBuffer;
    };
    
    int main(int argc, char *argv[])
    {
        QApplication app(argc, argv);
        OpenGLWidget w;
        w.show();
        return app.exec();
    }
    

    pro

    QT += core gui openglwidgets widgets
    
    win32: LIBS += -lopengl32
    
    CONFIG = c+17
    
    SOURCES += \
        main.cpp
    

    I can active the integrated video card instead of Mesa by adding the AA_UseDesktopOpenGL attribute:

    
    int main(int argc, char *argv[])
    {
        QApplication::setAttribute(Qt::ApplicationAttribute::AA_UseDesktopOpenGL);
    
    

    The example above prints an info about the integrated card now:

    
    OpenGL Version: 3.1.0 - Build 9.17.10.4459
    GLSL Version: 1.40 - Intel Build 9.17.10.4459
    OpenGL Vendor: Intel
    

    But a triangle is white instead of red:
    f0391f77-ad25-45a4-ab17-cee75202dd11-image.png

    To active the discrete video card I should add these lines of code to main.cpp for GeForce and Radeon:

    #ifdef _WIN32
    #include <windows.h>
    extern "C" __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
    extern "C" __declspec(dllexport) DWORD AmdPowerXpressRequestHighPerformance = 0x00000001;
    #endif
    

    It prints this info:

    OpenGL Version: 4.6.0 NVIDIA 391.35
    GLSL Version: 4.60 NVIDIAOpenGL
    Vendor: NVIDIA Corporation
    

    But a triangle is still white.

    1 Reply Last reply
    0
    • 8Observer88 Offline
      8Observer88 Offline
      8Observer8
      wrote on last edited by
      #3

      @Christian-Ehrlicher Thanks a lot! You are right! I forgot to activate (bind) the program in paintGL():

      void paintGL() override
      {
          m_program.bind();
          glClear(GL_COLOR_BUFFER_BIT);
          glDrawArrays(GL_TRIANGLES, 0, 4);
      }
      

      ea1427d3-c860-4075-8f71-b628fc0cf038-image.png

      pro

      QT += core gui openglwidgets widgets
      
      win32: LIBS += -lopengl32
      
      CONFIG += c++17
      
      SOURCES += \
          main.cpp
      

      main.cpp

      #include <QtGui/QOpenGLFunctions>
      #include <QtGui/QSurfaceFormat>
      #include <QtOpenGLWidgets/QOpenGLWidget>
      #include <QtOpenGL/QOpenGLBuffer>
      #include <QtOpenGL/QOpenGLShaderProgram>
      #include <QtWidgets/QApplication>
      
      class OpenGLWidget : public QOpenGLWidget, private QOpenGLFunctions
      {
      public:
          OpenGLWidget()
          {
              resize(350, 350);
              setWindowTitle("OpenGL Triangle");
          }
      
      private:
          void initializeGL() override
          {
              initializeOpenGLFunctions();
              glClearColor(0.4f, 0.8f, 0.9f, 1.f);
      
              qDebug() << "OpenGL Version:" << (const char*) glGetString(GL_VERSION);
              qDebug() << "GLSL Version:" << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
              qDebug() << "OpenGL Vendor:" << (const char*) glGetString(GL_VENDOR);
      
              QString vertexShaderSource =
                  "attribute vec2 aPosition;\n"
                  "void main()\n"
                  "{\n"
                  "    gl_Position = vec4(aPosition, 0.0, 1.0);\n"
                  "}\n";
      
              QString fragmentShaderSource =
                  "#ifdef GL_ES\n"
                  "precision mediump float;\n"
                  "#endif\n"
                  "//out vec4 fragColor;\n"
                  "void main()\n"
                  "{\n"
                  "    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
                  "}\n";
      
              m_program.create();
              m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex,
                                                vertexShaderSource);
              m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment,
                                                fragmentShaderSource);
              m_program.link();
              m_program.bind();
      
              float vertPositions[] = {
                  -0.5f, -0.5f,
                  0.5f, -0.5f,
                  0.f, 0.5f
              };
              m_vertPosBuffer.create();
              m_vertPosBuffer.bind();
              m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
              m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
              m_program.enableAttributeArray("aPosition");
          }
      
          void paintGL() override
          {
              m_program.bind();
              glClear(GL_COLOR_BUFFER_BIT);
              glDrawArrays(GL_TRIANGLES, 0, 4);
          }
      
      private:
          QOpenGLShaderProgram m_program;
          QOpenGLBuffer m_vertPosBuffer;
      };
      
      int main(int argc, char *argv[])
      {
          QApplication app(argc, argv);
          OpenGLWidget w;
          w.show();
          return app.exec();
      }
      
      1 Reply Last reply
      0
      • 8Observer88 Offline
        8Observer88 Offline
        8Observer8
        wrote on last edited by
        #2

        I created a bug report about the problem above on Desktop: Drawing a triangle doesn't work on laptop Asus K53SV with Mesa using Qt 6.7.0 beta1: https://bugreports.qt.io/browse/QTBUG-120949

        1 Reply Last reply
        0
        • 8Observer88 8Observer8 referenced this topic on
        • 8Observer88 Offline
          8Observer88 Offline
          8Observer8
          wrote on last edited by
          #3

          @Christian-Ehrlicher Thanks a lot! You are right! I forgot to activate (bind) the program in paintGL():

          void paintGL() override
          {
              m_program.bind();
              glClear(GL_COLOR_BUFFER_BIT);
              glDrawArrays(GL_TRIANGLES, 0, 4);
          }
          

          ea1427d3-c860-4075-8f71-b628fc0cf038-image.png

          pro

          QT += core gui openglwidgets widgets
          
          win32: LIBS += -lopengl32
          
          CONFIG += c++17
          
          SOURCES += \
              main.cpp
          

          main.cpp

          #include <QtGui/QOpenGLFunctions>
          #include <QtGui/QSurfaceFormat>
          #include <QtOpenGLWidgets/QOpenGLWidget>
          #include <QtOpenGL/QOpenGLBuffer>
          #include <QtOpenGL/QOpenGLShaderProgram>
          #include <QtWidgets/QApplication>
          
          class OpenGLWidget : public QOpenGLWidget, private QOpenGLFunctions
          {
          public:
              OpenGLWidget()
              {
                  resize(350, 350);
                  setWindowTitle("OpenGL Triangle");
              }
          
          private:
              void initializeGL() override
              {
                  initializeOpenGLFunctions();
                  glClearColor(0.4f, 0.8f, 0.9f, 1.f);
          
                  qDebug() << "OpenGL Version:" << (const char*) glGetString(GL_VERSION);
                  qDebug() << "GLSL Version:" << (const char*) glGetString(GL_SHADING_LANGUAGE_VERSION);
                  qDebug() << "OpenGL Vendor:" << (const char*) glGetString(GL_VENDOR);
          
                  QString vertexShaderSource =
                      "attribute vec2 aPosition;\n"
                      "void main()\n"
                      "{\n"
                      "    gl_Position = vec4(aPosition, 0.0, 1.0);\n"
                      "}\n";
          
                  QString fragmentShaderSource =
                      "#ifdef GL_ES\n"
                      "precision mediump float;\n"
                      "#endif\n"
                      "//out vec4 fragColor;\n"
                      "void main()\n"
                      "{\n"
                      "    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
                      "}\n";
          
                  m_program.create();
                  m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Vertex,
                                                    vertexShaderSource);
                  m_program.addShaderFromSourceCode(QOpenGLShader::ShaderTypeBit::Fragment,
                                                    fragmentShaderSource);
                  m_program.link();
                  m_program.bind();
          
                  float vertPositions[] = {
                      -0.5f, -0.5f,
                      0.5f, -0.5f,
                      0.f, 0.5f
                  };
                  m_vertPosBuffer.create();
                  m_vertPosBuffer.bind();
                  m_vertPosBuffer.allocate(vertPositions, sizeof(vertPositions));
                  m_program.setAttributeBuffer("aPosition", GL_FLOAT, 0, 2);
                  m_program.enableAttributeArray("aPosition");
              }
          
              void paintGL() override
              {
                  m_program.bind();
                  glClear(GL_COLOR_BUFFER_BIT);
                  glDrawArrays(GL_TRIANGLES, 0, 4);
              }
          
          private:
              QOpenGLShaderProgram m_program;
              QOpenGLBuffer m_vertPosBuffer;
          };
          
          int main(int argc, char *argv[])
          {
              QApplication app(argc, argv);
              OpenGLWidget w;
              w.show();
              return app.exec();
          }
          
          1 Reply Last reply
          0
          • 8Observer88 8Observer8 has marked this topic as solved on

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