When I run the executable of my model on a machine with a graphics card, some of my graphics have white patches instead of the correct colour and lighting.
I assume this is some difference in the material properties in OpenGL for a machine with a graphics card. Any ideas what it could be and how to resolve the problem??
I think the problem is perhaps the version of openGL (i.e the graphics card drivers) on that machine, and not the graphics card itself. Try getting latest driver version and try again…
I ran a program called GLinfo2 (http://www.delphi3D.net/) before and after updating the graphics drivers for an NVidia Vanta card. It simply lists all the openGL properties of the system.
Before the upgrade I had these 3 extensions:
GL_WIN_swap_hint
GL_EXT_bgra
GL_EXT_paletted_texture
Originally posted by peter.vullings: yes, your right. Is m$ openGL useless?
Yes (it’s useless)
Another hint: you may be exceeding one or more limits of the OpenGL implementation. I once ran a program on a Matrox G200 and couldn’t figure out why some of the surfaces were completely white (when it wasn’t on other systems). It turned out that the program exceeded the maximum texture size of the card.