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stars (points) render as squares

Posted: 19.09.2016, 01:36
by nardo
the point setting is my favorite but on my new laptop it does this funny square thing. i have the same installation of 1.6.1 and some add-ons that i moved with a flash drive. i've updated drivers for both intel and nvidia. it's currently running in a documents folder but was previously running in program files (moved it to fix the bookmark permissions issue). there's a pre-restoration thread about this issue in the bugs forum, but it didn't help. it would be great if someone could show me what's wrong. in the meantime i'll be testing different installations and add-ons to see what i can find.

Posted: 19.09.2016, 02:05
by John Van Vliet
are you using the Nvidia driver provided by Microsoft???
auto installed with updates -- the ones you can NOT unselect any more
the one that will auto replace the version from the nvidia web site wit ha opengl broken version



then reinstall from nvidia
http://www.nvidia.com/Download/index.aspx?lang=en-us
and reinstall after the next windows update

Microsofts new settings that you can not unselect updates
all or none in win10
have fun windows users

"we are the Microsoft ... you will be assimilated, resistance is futile ! "

Posted: 19.09.2016, 02:26
by nardo
unfortunately it didn't solve the problem. that's terrifying though. if only i felt confident enough to go arch like all of my friends.

Posted: 19.09.2016, 02:33
by John Van Vliet
i am using the 170 QT build on linux so you might not have this
with Celestia running under help is opengl info
copy paste it
Image

Code: Select all

OpenGL version: 3.3.0 NVIDIA 340.96
Renderer: GeForce GTS 240/PCIe/SSE2
GLSL Version: 3.30 NVIDIA via Cg compiler
Maximum texture size: 8192

Extensions:
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_bit_encoding
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_S3_s3tc
GL_EXT_texture_env_add
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_x11_sync_object
GL_EXT_import_sync_object
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KHR_debug
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_ES1_1_compatibility
GL_NV_explicit_multisample
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_gpu_program4
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_shader_buffer_load
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_vdpau_interop
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum

Posted: 19.09.2016, 03:30
by nardo

Code: Select all

Vendor: Intel

Renderer: Intel(R) HD Graphics 520

Version: 4.4.0 - Build 20.19.15.4390

GLSL version: 4.40 - Build 20.19.15.4390

Max simultaneous textures: 8

Max texture size: 16384

Point size range: 1.000000 - 20.000000



Supported 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_ARB_map_buffer_alignment

GL_ARB_conservative_depth

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_internalformat_query

GL_ARB_internalformat_query2

GL_ARB_texture_env_add

GL_IBM_texture_mirrored_repeat

GL_ARB_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_ARB_texture_swizzle

GL_EXT_texture_swizzle

GL_ARB_texture_gather

GL_ARB_sync

GL_ARB_cl_event

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_ARB_framebuffer_no_attachments

GL_EXT_texture_array

GL_EXT_texture_integer

GL_ARB_map_buffer_range

GL_ARB_texture_buffer_range

GL_EXT_texture_snorm

GL_ARB_blend_func_extended

GL_INTEL_performance_query

GL_ARB_copy_buffer

GL_ARB_sampler_objects

GL_NV_primitive_restart

GL_ARB_seamless_cube_map

GL_ARB_seamless_cubemap_per_texture

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_EXT_geometry_shader4

GL_ARB_texture_query_lod

GL_ARB_explicit_attrib_location

GL_ARB_draw_elements_base_vertex

GL_EXT_shader_integer_mix

GL_ARB_instanced_arrays

GL_ARB_base_instance

GL_ARB_fragment_coord_conventions

GL_EXT_gpu_program_parameters

GL_ARB_texture_buffer_object_rgb32

GL_ARB_compatibility

GL_ARB_texture_rgb10_a2ui

GL_ARB_texture_multisample

GL_ARB_vertex_type_2_10_10_10_rev

GL_ARB_vertex_type_10f_11f_11f_rev

GL_ARB_timer_query

GL_ARB_tessellation_shader

GL_ARB_vertex_array_object

GL_ARB_provoking_vertex

GL_ARB_sample_shading

GL_ARB_texture_cube_map_array

GL_EXT_gpu_shader4

GL_ARB_gpu_shader5

GL_ARB_gpu_shader_fp64

GL_INTEL_fragment_shader_ordering

GL_ARB_fragment_shader_interlock

GL_ARB_clip_control

GL_EXT_shader_framebuffer_fetch

GL_ARB_shader_subroutine

GL_ARB_transform_feedback3

GL_ARB_get_program_binary

GL_ARB_separate_shader_objects

GL_ARB_shader_precision

GL_ARB_vertex_attrib_64bit

GL_ARB_viewport_array

GL_ARB_transform_feedback_instanced

GL_ARB_compressed_texture_pixel_storage

GL_ARB_shader_atomic_counters

GL_ARB_shading_language_packing

GL_ARB_shader_image_load_store

GL_ARB_shading_language_420pack

GL_ARB_texture_storage

GL_EXT_texture_storage

GL_ARB_compute_shader

GL_ARB_vertex_attrib_binding

GL_ARB_texture_view

GL_ARB_fragment_layer_viewport

GL_ARB_multi_draw_indirect

GL_ARB_program_interface_query

GL_ARB_shader_image_size

GL_ARB_shader_storage_buffer_object

GL_ARB_texture_storage_multisample

GL_ARB_buffer_storage

GL_AMD_vertex_shader_layer

GL_AMD_vertex_shader_viewport_index

GL_ARB_query_buffer_object

GL_EXT_polygon_offset_clamp

GL_ARB_clear_texture

GL_ARB_texture_mirror_clamp_to_edge

GL_ARB_debug_output

GL_ARB_enhanced_layouts

GL_KHR_debug

GL_ARB_arrays_of_arrays

GL_ARB_texture_query_levels

GL_ARB_invalidate_subdata

GL_ARB_clear_buffer_object

GL_AMD_depth_clamp_separate

GL_ARB_shader_stencil_export

GL_INTEL_map_texture

GL_INTEL_conservative_rasterization

GL_ARB_texture_compression_bptc

GL_ARB_ES2_compatibility

GL_ARB_ES3_compatibility

GL_ARB_robustness

GL_ARB_robust_buffer_access_behavior

GL_EXT_texture_sRGB_decode

GL_KHR_texture_compression_astc_ldr

GL_KHR_texture_compression_astc_hdr

GL_ARB_copy_image

GL_KHR_blend_equation_advanced

GL_EXT_direct_state_access

GL_ARB_stencil_texturing

GL_ARB_texture_stencil8

GL_ARB_explicit_uniform_location

GL_INTEL_multi_rate_fragment_shader

GL_ARB_multi_bind

GL_ARB_indirect_parameters


Posted: 19.09.2016, 11:28
by selden
You mention updating Nvidia drivers but the OpenGL info you've provided shows that Intel graphics hardware is being used.

If your laptop is one which has dual Intel/Nvidia hardware, try switching to using the Nvidia graphics hardware instead of the Intel graphics hardware. Traditionally, Intel's OpenGL drivers have been much buggier than Nvidia's.

Posted: 19.09.2016, 14:50
by FarGetaNik
nardo, I experience the same issue. It works if I tell my computer to launch Celestia with my nvidia graphic processor instead of the built-in intel. It was a bit tricky to tell me system to do this by default. I just got it to work while writing this post...

Posted: 19.09.2016, 17:01
by nardo
YES! it works! thanks, everyone. to think it was so simple...
hopefully it works with the windows drivers too so i don't have to manually update.

Posted: 12.12.2016, 01:13
by nardo
alright so this worked for a little bit and then something new started happening (or was always happening and i didn't notice).

magic triangles

i noticed it shortly after the last problem was fixed and tried some home remedies like updating and downgrading. it's not too annoying because it only happens in the corner of the screen while moving. basically, this flickering lag in the shape of a triangle appears, mostly in the top left corner. it's especially noticeable when moving in on a planet:

glitch.png
illuminati confirmed?


i've only managed to capture one screenshot so far, so then i tried shooting a video, and strangely enough it was actually worse on video than live:

Celestia 12_11_2016 7_42_22 PM.7z
archived 11 second mp4
(10.63 MiB) Downloaded 215 times


here's the opengl info. any tips?

Spoiler
Vendor: NVIDIA Corporation

Renderer: GeForce 940MX/PCIe/SSE2

Version: 4.5.0 NVIDIA 372.70

GLSL version: 4.50 NVIDIA

Max simultaneous textures: 4

Max texture size: 16384

Max cube map size: 16384

Point size range: 1.000000 - 189.875000



Supported Extensions:

GL_AMD_multi_draw_indirect

GL_AMD_seamless_cubemap_per_texture

GL_ARB_arrays_of_arrays

GL_ARB_base_instance

GL_ARB_bindless_texture

GL_ARB_blend_func_extended

GL_ARB_buffer_storage

GL_ARB_clear_buffer_object

GL_ARB_clear_texture

GL_ARB_clip_control

GL_ARB_color_buffer_float

GL_ARB_compatibility

GL_ARB_compressed_texture_pixel_storage

GL_ARB_conservative_depth

GL_ARB_compute_shader

GL_ARB_compute_variable_group_size

GL_ARB_conditional_render_inverted

GL_ARB_copy_buffer

GL_ARB_copy_image

GL_ARB_cull_distance

GL_ARB_debug_output

GL_ARB_depth_buffer_float

GL_ARB_depth_clamp

GL_ARB_depth_texture

GL_ARB_derivative_control

GL_ARB_direct_state_access

GL_ARB_draw_buffers

GL_ARB_draw_buffers_blend

GL_ARB_draw_indirect

GL_ARB_draw_elements_base_vertex

GL_ARB_draw_instanced

GL_ARB_enhanced_layouts

GL_ARB_ES2_compatibility

GL_ARB_ES3_compatibility

GL_ARB_ES3_1_compatibility

GL_ARB_ES3_2_compatibility

GL_ARB_explicit_attrib_location

GL_ARB_explicit_uniform_location

GL_ARB_fragment_coord_conventions

GL_ARB_fragment_layer_viewport

GL_ARB_fragment_program

GL_ARB_fragment_program_shadow

GL_ARB_fragment_shader

GL_ARB_framebuffer_no_attachments

GL_ARB_framebuffer_object

GL_ARB_framebuffer_sRGB

GL_ARB_geometry_shader4

GL_ARB_get_program_binary

GL_ARB_get_texture_sub_image

GL_ARB_gl_spirv

GL_ARB_gpu_shader5

GL_ARB_gpu_shader_fp64

GL_ARB_gpu_shader_int64

GL_ARB_half_float_pixel

GL_ARB_half_float_vertex

GL_ARB_imaging

GL_ARB_indirect_parameters

GL_ARB_instanced_arrays

GL_ARB_internalformat_query

GL_ARB_internalformat_query2

GL_ARB_invalidate_subdata

GL_ARB_map_buffer_alignment

GL_ARB_map_buffer_range

GL_ARB_multi_bind

GL_ARB_multi_draw_indirect

GL_ARB_multisample

GL_ARB_multitexture

GL_ARB_occlusion_query

GL_ARB_occlusion_query2

GL_ARB_parallel_shader_compile

GL_ARB_pipeline_statistics_query

GL_ARB_pixel_buffer_object

GL_ARB_point_parameters

GL_ARB_point_sprite

GL_ARB_program_interface_query

GL_ARB_provoking_vertex

GL_ARB_query_buffer_object

GL_ARB_robust_buffer_access_behavior

GL_ARB_robustness

GL_ARB_sample_shading

GL_ARB_sampler_objects

GL_ARB_seamless_cube_map

GL_ARB_seamless_cubemap_per_texture

GL_ARB_separate_shader_objects

GL_ARB_shader_atomic_counter_ops

GL_ARB_shader_atomic_counters

GL_ARB_shader_ballot

GL_ARB_shader_bit_encoding

GL_ARB_shader_clock

GL_ARB_shader_draw_parameters

GL_ARB_shader_group_vote

GL_ARB_shader_image_load_store

GL_ARB_shader_image_size

GL_ARB_shader_objects

GL_ARB_shader_precision

GL_ARB_shader_storage_buffer_object

GL_ARB_shader_subroutine

GL_ARB_shader_texture_image_samples

GL_ARB_shader_texture_lod

GL_ARB_shading_language_100

GL_ARB_shading_language_420pack

GL_ARB_shading_language_include

GL_ARB_shading_language_packing

GL_ARB_shadow

GL_ARB_sparse_buffer

GL_ARB_sparse_texture

GL_ARB_stencil_texturing

GL_ARB_sync

GL_ARB_tessellation_shader

GL_ARB_texture_barrier

GL_ARB_texture_border_clamp

GL_ARB_texture_buffer_object

GL_ARB_texture_buffer_object_rgb32

GL_ARB_texture_buffer_range

GL_ARB_texture_compression

GL_ARB_texture_compression_bptc

GL_ARB_texture_compression_rgtc

GL_ARB_texture_cube_map

GL_ARB_texture_cube_map_array

GL_ARB_texture_env_add

GL_ARB_texture_env_combine

GL_ARB_texture_env_crossbar

GL_ARB_texture_env_dot3

GL_ARB_texture_float

GL_ARB_texture_gather

GL_ARB_texture_mirror_clamp_to_edge

GL_ARB_texture_mirrored_repeat

GL_ARB_texture_multisample

GL_ARB_texture_non_power_of_two

GL_ARB_texture_query_levels

GL_ARB_texture_query_lod

GL_ARB_texture_rectangle

GL_ARB_texture_rg

GL_ARB_texture_rgb10_a2ui

GL_ARB_texture_stencil8

GL_ARB_texture_storage

GL_ARB_texture_storage_multisample

GL_ARB_texture_swizzle

GL_ARB_texture_view

GL_ARB_timer_query

GL_ARB_transform_feedback2

GL_ARB_transform_feedback3

GL_ARB_transform_feedback_instanced

GL_ARB_transform_feedback_overflow_query

GL_ARB_transpose_matrix

GL_ARB_uniform_buffer_object

GL_ARB_vertex_array_bgra

GL_ARB_vertex_array_object

GL_ARB_vertex_attrib_64bit

GL_ARB_vertex_attrib_binding

GL_ARB_vertex_buffer_object

GL_ARB_vertex_program

GL_ARB_vertex_shader

GL_ARB_vertex_type_10f_11f_11f_rev

GL_ARB_vertex_type_2_10_10_10_rev

GL_ARB_viewport_array

GL_ARB_window_pos

GL_ATI_draw_buffers

GL_ATI_texture_float

GL_ATI_texture_mirror_once

GL_S3_s3tc

GL_EXT_texture_env_add

GL_EXT_abgr

GL_EXT_bgra

GL_EXT_bindable_uniform

GL_EXT_blend_color

GL_EXT_blend_equation_separate

GL_EXT_blend_func_separate

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_compiled_vertex_array

GL_EXT_Cg_shader

GL_EXT_depth_bounds_test

GL_EXT_direct_state_access

GL_EXT_draw_buffers2

GL_EXT_draw_instanced

GL_EXT_draw_range_elements

GL_EXT_fog_coord

GL_EXT_framebuffer_blit

GL_EXT_framebuffer_multisample

GL_EXTX_framebuffer_mixed_formats

GL_EXT_framebuffer_multisample_blit_scaled

GL_EXT_framebuffer_object

GL_EXT_framebuffer_sRGB

GL_EXT_geometry_shader4

GL_EXT_gpu_program_parameters

GL_EXT_gpu_shader4

GL_EXT_multi_draw_arrays

GL_EXT_packed_depth_stencil

GL_EXT_packed_float

GL_EXT_packed_pixels

GL_EXT_pixel_buffer_object

GL_EXT_point_parameters

GL_EXT_polygon_offset_clamp

GL_EXT_provoking_vertex

GL_EXT_rescale_normal

GL_EXT_secondary_color

GL_EXT_separate_shader_objects

GL_EXT_separate_specular_color

GL_EXT_shader_image_load_formatted

GL_EXT_shader_image_load_store

GL_EXT_shader_integer_mix

GL_EXT_shadow_funcs

GL_EXT_stencil_two_side

GL_EXT_stencil_wrap

GL_EXT_texture3D

GL_EXT_texture_array

GL_EXT_texture_buffer_object

GL_EXT_texture_compression_dxt1

GL_EXT_texture_compression_latc

GL_EXT_texture_compression_rgtc

GL_EXT_texture_compression_s3tc

GL_EXT_texture_cube_map

GL_EXT_texture_edge_clamp

GL_EXT_texture_env_combine

GL_EXT_texture_env_dot3

GL_EXT_texture_filter_anisotropic

GL_EXT_texture_integer

GL_EXT_texture_lod

GL_EXT_texture_lod_bias

GL_EXT_texture_mirror_clamp

GL_EXT_texture_object

GL_EXT_texture_shared_exponent

GL_EXT_texture_sRGB

GL_EXT_texture_sRGB_decode

GL_EXT_texture_storage

GL_EXT_texture_swizzle

GL_EXT_timer_query

GL_EXT_transform_feedback2

GL_EXT_vertex_array

GL_EXT_vertex_array_bgra

GL_EXT_vertex_attrib_64bit

GL_EXT_window_rectangles

GL_EXT_import_sync_object

GL_IBM_rasterpos_clip

GL_IBM_texture_mirrored_repeat

GL_KHR_context_flush_control

GL_KHR_debug

GL_KHR_no_error

GL_KHR_robust_buffer_access_behavior

GL_KHR_robustness

GL_KTX_buffer_region

GL_NV_alpha_to_coverage_dither_control

GL_NV_bindless_multi_draw_indirect

GL_NV_bindless_multi_draw_indirect_count

GL_NV_bindless_texture

GL_NV_blend_equation_advanced

GL_NV_blend_equation_advanced_coherent

GL_NV_blend_square

GL_NV_command_list

GL_NV_compute_program5

GL_NV_conditional_render

GL_NV_copy_depth_to_color

GL_NV_copy_image

GL_NV_depth_buffer_float

GL_NV_depth_clamp

GL_NV_draw_texture

GL_NV_draw_vulkan_image

GL_NV_ES1_1_compatibility

GL_NV_ES3_1_compatibility

GL_NV_explicit_multisample

GL_NV_fence

GL_NV_float_buffer

GL_NV_fog_distance

GL_NV_fragment_program

GL_NV_fragment_program_option

GL_NV_fragment_program2

GL_NV_framebuffer_multisample_coverage

GL_NV_geometry_shader4

GL_NV_gpu_program4

GL_NV_internalformat_sample_query

GL_NV_gpu_program4_1

GL_NV_gpu_program5

GL_NV_gpu_program5_mem_extended

GL_NV_gpu_program_fp64

GL_NV_gpu_shader5

GL_NV_half_float

GL_NV_light_max_exponent

GL_NV_multisample_coverage

GL_NV_multisample_filter_hint

GL_NV_occlusion_query

GL_NV_packed_depth_stencil

GL_NV_parameter_buffer_object

GL_NV_parameter_buffer_object2

GL_NV_path_rendering

GL_NV_pixel_data_range

GL_NV_point_sprite

GL_NV_primitive_restart

GL_NV_register_combiners

GL_NV_register_combiners2

GL_NV_shader_atomic_counters

GL_NV_shader_atomic_float

GL_NV_shader_atomic_int64

GL_NV_shader_buffer_load

GL_NV_shader_storage_buffer_object

GL_NV_texgen_reflection

GL_NV_texture_barrier

GL_NV_texture_compression_vtc

GL_NV_texture_env_combine4

GL_NV_texture_multisample

GL_NV_texture_rectangle

GL_NV_texture_shader

GL_NV_texture_shader2

GL_NV_texture_shader3

GL_NV_transform_feedback

GL_NV_transform_feedback2

GL_NV_uniform_buffer_unified_memory

GL_NV_vertex_array_range

GL_NV_vertex_array_range2

GL_NV_vertex_attrib_integer_64bit

GL_NV_vertex_buffer_unified_memory

GL_NV_vertex_program

GL_NV_vertex_program1_1

GL_NV_vertex_program2

GL_NV_vertex_program2_option

GL_NV_vertex_program3

GL_NVX_conditional_render

GL_NVX_gpu_memory_info

GL_NVX_multigpu_info

GL_NVX_nvenc_interop

GL_NV_shader_thread_group

GL_NV_shader_thread_shuffle

GL_KHR_blend_equation_advanced

GL_KHR_blend_equation_advanced_coherent

GL_SGIS_generate_mipmap

GL_SGIS_texture_lod

GL_SGIX_depth_texture

GL_SGIX_shadow

GL_SUN_slice_accum

GL_WIN_swap_hint

WGL_EXT_swap_control

Posted: 12.12.2016, 03:11
by John Van Vliet
i noticed it shortly after the last problem was fixed and tried some home remedies like updating and downgrading.
that right there can cause problems with MS Windows10
you really do not have control of drivers and things anymore with the changes in win10

you have a combo intel/nvidia Optimums chip it looks like

Posted: 12.12.2016, 06:39
by nardo
so... go linux or go home?

Posted: 12.12.2016, 07:54
by John Van Vliet
no but you need to set what is used for graphics
the CPU or the GPU

it should be in the documentation for this laptop
there might even be a over ride in the nvidia configure tools

stars (points) render as squares

Posted: 22.01.2017, 11:29
by gironde
dans Celestia, essayez ctrl "v", plusieurs fois pour changer le comportement de OpenGl

In Celestia, try ctrl "v" several times to change the behavior of OpenGl