Open-GL difficulties in linux - linux

i have had this problem for 3-4 months. OpenGL codes do not run that good as they should in windows. I have a project that i need to run it in linux, with times, pipes, ... that use the Windows API. I need to migrate the code but it doesn't look good. For example they are flashing on the screen! is it from my graphics card on linux? or is it some other difficulties?
Also i have ATI HD3470 on VAIO-FW13GU/H laptop running Debian5. Are there any good(i have seen some drivers but not so good :-S) drivers for ati hd series?

Try creating some simple demo program that uses the OpenGL features you're using in your code. Try isolating which features causes the problem. If all of them worked as you expected, there is a chance that the bug is in your code you may be assuming some platform specific behavior that get borked in linux.
I have had a bug when porting a Windows C++ code, where the 3D mesh parsing code doesn't correctly handle windows-style line ending and that caused the mesh to produce ugly colors since it passes a number string to a home-brewn string-to-int function (which I promptly replaced with atoi()), which gets silently borked when it meets the extra line end character.

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What is responsible for font rendering on linux?

I am sorry if my question is a bit vague. I am trying to understand where to look for my problems. I have a regression test suite that captures and compare the screen. It seems like whenever we do some kind of library upgrade the regression tests would fail. Our font settings are the same. The difference would be like the graphics card upgrade (driver), window manager upgrade, or just third party library upgrade (for example Qt library). From human visual testing, the fonts look almost identical, but if I do pixel to pixel comparison, it would show that the snapshots are different. Does anyone have insight how the fonts are rendered ?
Graphics rendering on Linux is a proper mess. While Linux is about as old as Windows, Linux first tried to copy the old X11 window system. This was one of the oldest GUI systems in the world, and it shows - the API is beyond horrible. As a result, lots and lots of libraries were stacked on top of X11 to make it workable, with various degrees of compatibility.
To make things worse, X11 was not just a single implementation, there were competing X11 implementations. Linux chiefly used XFree86, which later became Xorg. And because that's not confusing enough, recent developments added a number of alternatives to X11, which support backwards-compatibility interfaces to X11. Some of those GUI libraries on top of X11 are aware of these new libraries, and may now use the new interfaces.
So, you basically have a pretty fragile system, and any library with a decent programming model has shaky foundations. It's no wonder that changing any part may suddenly cause re-rendering, possibly even choosing entirely new rendering paths.
Windows is a bit better, but it too is old and has some competing GUI libraries. The reason why it's better is probably threefold: there's a single party in control of all the interfaces (Microsoft), they were aware of the bad X11 design from the start (avoided beginner mistakes) and Microsoft has far more resources to spend.
But still, both Linux and Windows had to evolve to support Unicode and the much larger fonts it brought, 24 bits color, high-DPI screens, LCD screens with subpixel resolution, accelerated GPU's, etc. And it's been hard for both to dump old interfaces.

Force existing OpenGL application to render offscreen on a headless machine

I want to create a framework for automated rendering tests for video games.
I want to test an application that normally renders to a window with OpenGL. Instead, I want it to render into image files for further evaluation. I want to do this on a Linux server with no GPU.
How can I do this with minimal impact on the evaluated application?
Some remarks for clarity:
The OpenGL version is 2.1, so software rendering with Mesa should be possible.
Preferably, I don't want to change any of the application code. If there is a solution that allows me to emulate a X server or something like that, I would prefer it.
I don't want to change any of the rendering code. If it is really necessary, I can change the way I initialize OpenGL, but after that, I want to execute arbitrary OpenGL code.
Ideally, your answer would explain how to set up an environment on a headless Linux server that allows me to start arbitrary OpenGL binaries and render its output into images. If that's not possible, I am open for any suggestions.
Use Xvfb for your X server. The installation of Mesa deployed on any modern Linux distribution should automatically fall back to software rasterization if no supported GPU is found. You can take screenshots with any X11 screen grabber program; heck even ffmpeg -i x11grab will work.
fbdev/miniglx might be something that you are looking for. http://www.mesa3d.org/fbdev-dri.html I haven't used it so I have no idea if it works for your purpose or not.
Alternative is to just start and xserver without any desktop environment with xinit. That setup is using well tested code paths making it better suited for running your test. miniglx might have bugs which none has noticed because it isn't used everyday.
To capture the rendering output to images could be done with LD_PRELOAD trick to wrap glXSwapBuffers. Basic idea is to add your own swapbuffers function in between your application and gl library where you can use glReadPixels to download rendered frame and then use your favorite image library to write that data to image/video files. After the glReadPixels has completed you can call to library glXSwapBuffers to make swap happen like it would happen in real desktop.
The prog subdirectory has been removed from main git repository and you can find it from git://anongit.freedesktop.org/git/mesa/demos instead.

Tips for customizing a driver for my laptop chassis?

Running an up-to-date Gentoo on my Sager NP8298 (Clevo P177SM-A), and I am heartbreakingly close to having all of my hardware running beautifully. I found a nice open source driver to run my keyboard backlight at this GitHub repo, but the problem was it was made for a Clevo chassis that didn't have the touchpad light that mine does. Kinda tacky, I know, but the problem is that the default color for the touchpad light is blue, and can be kind of distracting when the keyboard is set to a different color.
I'd at least like to be able to turn the light off, if not control its color. I have a Windows install and am able to access the proprietary driver that came with the computer. I just don't quite know where to start on trying to modify this driver, if there were some Windows utilities that I could use to see what the driver is doing and how to access the LED programatically, it would be a huge help. Any ideas?
Other functionality that I'd like to add is Fn+Num pad 7 through 9 for toggling the left, center, and right part of the keyboard individually, and Fn+5 for a num pad light toggle, as the Windows driver does. I just need to know what signals need to be sent to the hardware and how to send them.
Whatever I end up with I'll be sure to fork the project and share the results with other users of this hardware.
You need the source code of driver you want to change. With that and all required bits and bobs (a.k.a. dependences) you can change it to do whatever you want.
That said, there are quite a few things to consider. You need to know, at least at a reasonable level, the language used to build the driver, platform dependencies if any.
I've done similar work for some network drivers like 15 years ago and no it's not a fun job.

Command-Line linux OpenGL processing

I need to build a command line tool, that will take a 3D model as an argument, and will output photos of it, that may or may not be processed by this application. The tool will be deployed on Linux, but I want to make it as cross-platform as possible.
The program is not supposed to present a window of any kind, or accept any other input apart from the command line arguments.
I was wondering, how would someone approach this? I am currently able to display the 3D model on-screen with the help of GLFW, which actually drives my event handlers to peripheral input, and also my main loop. However, I don't know if using GLFW will help me if I want to make a command-line program with input-output as files.
Does anyone have any indications as to how to approach this?
create invisible/hidden window,
use its gl context to render to FBO and
use readpixels to save that to file
For OpenGL to work you need an OpenGL context. Which used to require some kind of windowing system active, that could produce you some drawable for which the context could be created.
Some OpenGL implementations, like Mesa, actually allow you to create an OpenGL context for drawables that are created without a windowing system; Mesa calls this "off-screen mesa". With Gallium3D drivers on Linux this even may give you GPU acceleration. But usually you end up in the "softpipe" software rasterizer.
Does anyone have any indications as to how to approach this?
Don't use OpenGL for it. OpenGL is mostly meant for creating interactive graphics; but of course if your goal is visualization of complex data, then a GPU would be better suited.
With NVidia hardware you'll need to use an X server for that; the X server must be running and active on the console for this to work. AMD hardware with the open source drivers and Mesa may give you off-screen capabilities without X (but I never tried that).
On Windows Server you don't have proper OpenGL support anyway (just v1.4 and very slow), so don't bother with it.

OpenGL without X.org in linux

I'd like to open an OpenGL context without X in Linux. Is there any way at all to do it?
I know it's possible for integrated Intel graphics card hardware, though most people have Nvidia cards in their system. I'd like to get a solution that works with Nvidia cards.
If there's no other way than through integrated Intel hardware, I guess it'd be okay to know how it's done with those.
X11 protocol itself is too large and complex. Mouse/Keyboard/Tablet input multiplexing it provides is too watered-down for modern programs. I think it's the worst roadblock that prevents Linux desktop from improving, which is why I look for alternatives.
Update (Sep. 17, 2017):
NVIDIA recently published an article detailing how to use OpenGL on headless systems, which is a very similar use case as the question describes.
In summary:
Link to libOpenGL.so and libEGL.so instead of libGL.so. (Your linker options should therefore be -lOpenGL -lEGL
Call eglGetDisplay, then eglInitialize to initialize EGL.
Call eglChooseConfig with the config attribute EGL_SURFACE_TYPE followed with EGL_PBUFFER_BIT.
Call eglCreatePbufferSurface, then eglBindApi(EGL_OPENGL_API);, then eglCreateContext and eglMakeCurrent.
From that point on, do your OpenGL rendering as usual, and you can blit your pixel buffer surface wherever you like. This supplementary article from NVIDIA includes a basic example and an example for multiple GPUs. The PBuffer surface can also be replaced with a window surface or pixmap surface, according to the application needs.
I regret not doing more research on this on my previous edit, but oh well. Better answers are better answers.
Since my answer in 2010, there have been a number of major shakeups in the Linux graphics space. So, an updated answer:
Today, nouveau and the other DRI drivers have matured to the point where OpenGL software is stable and performs reasonably well in general. With the introduction of the EGL API in Mesa, it's now possible to write OpenGL and OpenGL ES applications on even Linux desktops.
You can write your application to target EGL, and it can be run without the presence of a window manager or even a compositor. To do so, you would call eglGetDisplay, eglInitialize, and ultimately eglCreateContext and eglMakeCurrent, instead of the usual glx calls to do the same.
I do not know the specific code path for working without a display server, but EGL accepts both X11 displays and Wayland displays, and I do know it is possible for EGL to operate without one. You can create GL ES 1.1, ES 2.0, ES 3.0 (if you have Mesa 9.1 or later), and OpenGL 3.1 (Mesa 9.0 or later) contexts. Mesa has not (as of Sep. 2013) yet implemented OpenGL 3.2 Core.
Notably, on the Raspberry Pi and on Android, EGL and GL ES 2.0 (1.1 on Android < 3.0) are supported by default. On the Raspberry Pi, I don't think Wayland yet works (as of Sep. 2013), but you do get EGL without a display server using the included binary drivers. Your EGL code should also be portable (with minimal modification) to iOS, if that interests you.
Below is the outdated, previously accepted post:
I'd like to open an OpenGL context without X in linux. Is there any way at all to do it?
I believe Mesa provides a framebuffer target. If it provides any hardware acceleration at all, it will only be with hardware for which there are open source drivers that have been adapted to support such a use.
Gallium3D is also immature, and support for this isn't even on the roadmap, as far as I know.
I'd like to get a solution that works with nvidia cards.
There isn't one. Period.
NVIDIA only provides an X driver, and the Nouveau project is still immature, and doesn't support the kind of use that you're looking for, as they are currently focused only on the X11 driver.
You might be interested in a project called Wayland
http://en.wikipedia.org/wiki/Wayland_%28display_server%29
Have you looked at this page?
http://virtuousgeek.org/blog/index.php/jbarnes/2011/10/31/writing_stanalone_programs_with_egl_and_
It is likely a bit outdated. I haven't tried yet, but I would appreciate more documentation of this type.
Probably a good idea, as of today, is to follow Wayland compositor-drm.c implementation:
http://cgit.freedesktop.org/wayland/weston/tree/src/compositor-drm.c
https://gitlab.freedesktop.org/mesa/kmscube/ is a good a reference implementation of OGL (or OGLES) hardware-accelerated rendering without an X11 or wayland dependency.
You can look at how Android has solved this issues. See Android-x86 project.
Android uses mesa with egl and opengles. Android has its own simple Gralloc component for mode setting and graphic allocations. On top of that they have SurfaceFlinger component which is a composition engine, which uses OpenGLES for acceleration.
Cannot see why couldn't you use these components in similar way and even reuse the Android glue code.

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