Is it possible for a PC to run a outdated OpenGL version even though the driver has been updated ?

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I have updated my OpenGL driver from 1.5 to 2.1 because I was having some issues with some software but after updating I have noticed not improvements and the software is still having issues is it possible that the PC is still running OpenGL 1.5 and needs to be switched to OpenGL 2.1 my PC is a Thinkpad t410 and it is running Linux Kubuntu 18.04 LTS thanks to anyone who can shed some light on this subject
 

Mythical

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What issues with software are you having? Drivers are a good place to start, but that probably isn't your issue in this case atleast
 
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What issues with software are you having? Drivers are a good place to start, but that probably isn't your issue in this case atleast

Well I am trying to make a theme using the 3DS theme Editor Kame but the top screen it black and will not display images the creator of Kame said it is a OpenGL problem link to thread I was wondering however if a old PC could support OpenGL 3.1 thanks
 

Mythical

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Well I am trying to make a theme using the 3DS theme Editor Kame but the top screen it black and will not display images the creator of Kame said it is a OpenGL problem link to thread I was wondering however if a old PC could support OpenGL 3.1 thanks
It may be a problem. Did you install/update opengl via a software manager or via terminal?
 
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Screenshot_20200115_110209.png
What kind of graphics card do you have? or do you only have integrated graphics?

I have a Intel HD graphics card
 
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I would try running these commands
"
sudo add-apt-repository ppa:oibaf/graphics-drivers
sudo apt-get update
sudo apt-get upgrade
"
Then I'd restart then try your application again

Okay I have tried this and reinstalled the application but it still has a black screen if I run the application via the Terminal I get this output :unsure:

Code:
ryu@ryu-ThinkPad-T410:~$ kame-editor
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
QOpenGLTexture::setData() requires a valid current context
QOpenGLTexture::setData() requires a valid current context
libpng warning: iCCP: known incorrect sRGB profile
libpng warning: iCCP: known incorrect sRGB profile
ALSA lib pcm.c:2495:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear
ALSA lib pcm.c:2495:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe
ALSA lib pcm.c:2495:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side
ALSA lib pcm_route.c:867:(find_matching_chmap) Found no matching channel map
ALSA lib pcm_route.c:867:(find_matching_chmap) Found no matching channel map
ALSA lib pcm_route.c:867:(find_matching_chmap) Found no matching channel map
ALSA lib pcm_route.c:867:(find_matching_chmap) Found no matching channel map
Cannot connect to server socket err = No such file or directory
Cannot connect to server request channel
jack server is not running or cannot be started
JackShmReadWritePtr::~JackShmReadWritePtr - Init not done for -1, skipping unlock
JackShmReadWritePtr::~JackShmReadWritePtr - Init not done for -1, skipping unlock
QOpenGLShader::compile(Vertex): 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, and 1.00 ES

*** Problematic Vertex shader source code ***
#version 330 core
#define lowp
#define mediump
#define highp
#line 1
layout(location = 0)in vec3 vertex;
layout(location = 1)in vec2 texCoords;

out vec2 uv;

uniform mat4 mvpMatrix;

void main() {
    uv = texCoords;
    gl_Position = mvpMatrix * vec4(vertex.x, vertex.y, vertex.z, 1.0);
}

***
QOpenGLShader::compile(Fragment): 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, and 1.00 ES

*** Problematic Fragment shader source code ***
#version 330 core
#define lowp
#define mediump
#define highp
#line 1
in vec2 uv;

uniform vec4 color;
uniform sampler2D image;
uniform sampler2D ext;
uniform float alpha;
uniform float gradientbrightness;
uniform float gradientalpha;
uniform float alphaext;
uniform float time;

out vec4 fragColor;

void main() {
    vec2 newuv = uv;
    float ratioX = uv.x / 6.40625;
    float rate = 1 / 8000.0;
    newuv.y += 0.3 * (-2.0 * newuv.y + 1.0) * ratioX * (ratioX - 1.0);
    vec2 offset = vec2(newuv.x - (time * rate), newuv.y + time * rate);
    // Moving tiles
    vec4 c = texture(image, offset);
    // Ensure textures are grayscale
    c.rgb = vec3(dot(c.rgb, vec3(0.299, 0.587, 0.114)));
    c.a = min(c.r, c.a) * alpha;
    c.rgb = vec3(1);
    // Static tiles
    vec4 fixedTexture = texture(ext, newuv);
    fixedTexture.rgb = vec3(dot(fixedTexture.rgb, vec3(0.299, 0.587, 0.114)));
    fixedTexture.a = min(fixedTexture.a, fixedTexture.r) * alphaext;
    fixedTexture.rgb = vec3(1);

    // Background color
    vec4 bottom = color;
    bottom.a = 1;
    vec4 top = mix(bottom, vec4(gradientbrightness, gradientbrightness, gradientbrightness, 1), gradientalpha);
    top.a = 1;
    vec4 gradient = bottom * (1 - mod(uv.y / 3.75, 1.0)) + top * mod(uv.y / 3.75, 1.0);
    gradient.a = 1;
    vec4 opaque = mix(c, fixedTexture, 0.5);
    opaque.a = min(1, opaque.a * 2);
    opaque.rgb = vec3(gradientbrightness, gradientbrightness, gradientbrightness);
    fragColor = vec4(mix(gradient.rgb, opaque.rgb, opaque.a), gradient.a + opaque.a);
}

***
QOpenGLShader::compile(Vertex): 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, and 1.00 ES

*** Problematic Vertex shader source code ***
#version 330 core
#define lowp
#define mediump
#define highp
#line 1
layout(location = 0)in vec3 vertex;
layout(location = 1)in vec2 texCoords;

out vec2 uv;

uniform mat4 mvpMatrix;

void main() {
    uv = texCoords;
    gl_Position = mvpMatrix * vec4(vertex.x, vertex.y, vertex.z, 1.0);
}

***
QOpenGLShader::compile(Fragment): 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, and 1.00 ES

*** Problematic Fragment shader source code ***
#version 330 core
#define lowp
#define mediump
#define highp
#line 1
in vec2 uv;

uniform sampler2D image;
uniform float time;

out vec4 fragColor;

void main() {
    vec2 newuv = vec2(uv.x - time / 1008.0, uv.y + 16 / 256.0);
    fragColor = texture(image, newuv);
}

***
QOpenGLShader::compile(Vertex): 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, and 1.00 ES

*** Problematic Vertex shader source code ***
#version 330 core
#define lowp
#define mediump
#define highp
#line 1
layout(location = 0)in vec3 vertex;
layout(location = 1)in vec3 aNormal;

uniform mat4 mvpMatrix;
uniform mat4 mMatrix;

out vec3 fragPos;
out vec3 lightPos;
out vec3 normal;
out vec3 vertexOut;

void main() {
    gl_Position = mvpMatrix * vec4(vertex.x, vertex.y, vertex.z, 1.0);
    fragPos = vec3(mMatrix * vec4(vertex, 1.0));
    lightPos = vec3(mMatrix * vec4(0, 15, 1, 1.0));
    normal = aNormal;
    vertexOut = vertex;
}

***
QOpenGLShader::compile(Fragment): 0:1(10): error: GLSL 3.30 is not supported. Supported versions are: 1.10, 1.20, and 1.00 ES

*** Problematic Fragment shader source code ***
#version 330 core
#define lowp
#define mediump
#define highp
#line 1
in vec3 fragPos;
in vec3 lightPos;
in vec3 normal;
in vec3 vertexOut;

uniform vec4 maincolor;
uniform vec4 dark;
uniform vec4 light;

out vec4 fragColor;

void main() {
    vec3 ambientcolor = mix(vec3(maincolor), vec3(light), min(1, abs(vertexOut.z - normal.b)));
    ambientcolor = mix(ambientcolor, vec3(dark), min(1, abs(normal.r)));
    vec3 lightColor = vec3(1, 1, 1);
    float ambientStrength = 0.7;
    vec3 ambient = ambientStrength * lightColor;

    // diffuse
    vec3 norm = normalize(normal);
    vec3 lightDir = normalize(lightPos - fragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = diff * lightColor;

    vec3 result = (ambient + diffuse) * ambientcolor;
    fragColor = vec4(result, 1.0);
}

***
 

Mythical

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***[/CODE]
Seems like your computer or the application can only run on opengl 1.1 or 1.2, but I could be wrong
I learned linux in 2 days lol (got an A tho)

--------------------- MERGED ---------------------------

You could set up a virtual machine to run the application if you'd like. You could set up windows or possible even another linux that could run the opengl you need because it's ran through emulation.
I would only do this for basic applications though
 
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Seems like your computer or the application can only run on opengl 1.1 or 1.2, but I could be wrong
I learned linux in 2 days lol (got an A tho)

--------------------- MERGED ---------------------------

You could set up a virtual machine to run the application if you'd like. You could set up windows or possible even another linux that could run the opengl you need because it's ran through emulation

the computor ran OpenGL 2.1 when the OS was Linux Mint so I am unsure of what is going wrong:wacko:

Seems like your computer or the application can only run on opengl 1.1 or 1.2, but I could be wrong
I learned linux in 2 days lol (got an A tho)

--------------------- MERGED ---------------------------

You could set up a virtual machine to run the application if you'd like. You could set up windows or possible even another linux that could run the opengl you need because it's ran through emulation.
I would only do this for basic applications though

So different Linux disros can run different versions of OpenGL ?
 

Mythical

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the computor ran OpenGL 2.1 when the OS was Linux Mint so I am unsure of what is going wrong:wacko:
The driver may have been updated to that version, but your computer can only go so far it seems and probably uses as high of a level driver that it can.

--------------------- MERGED ---------------------------

the computor ran OpenGL 2.1 when the OS was Linux Mint so I am unsure of what is going wrong:wacko:



So different Linux disros can run different versions of OpenGL ?
And the opengl drivers are individual to the hardware generally (even though there can be multiple versions of them; open source drivers, nvidia drivers, and so on)
The reason a vm would help is that you're emulating the hardware you don't have that can run newer versions of opengl
 
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The driver may have been updated to that version, but your computer can only go so far it seems and probably uses as high of a level driver that it can.

--------------------- MERGED ---------------------------


And the opengl drivers are individual to the hardware generally (even though there can be multiple versions of them; open source drivers, nvidia drivers, and so on)
The reason a vm would help is that you're emulating the hardware you don't have that can run newer versions of opengl

Okay I will be getting a new PC in February so maybe a more modern hardware will work:(
 
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Mythical

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Okay I will be getting a new PC in February so maybe a more modern hardware will work:(
If I were you when I get the new pc I would install windows first then install linux mint (or whatever version you'd like)
then dual boot the system
if you're having trouble with the dual boot menu (grub)
you can use grub customizer to change the entries, rename them, and reorder them among other things.
(this is a linux software so to run it you would boot from your linux install or a live linux install)
Though yes newer hardware should definitely have your back
 
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If I were you when I get the new pc I would install windows first then install linux mint (or whatever version you'd like)
then dual boot the system
if you're having trouble with the dual boot menu (grub)
you can use grub customizer to change the entries, rename them, and reorder them among other things.
(this is a linux software so to run it you would boot from your linux install or a live linux install)
Though yes newer hardware should definitely have your back

Okay thanks
 
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Joom

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You could set up a virtual machine to run the application if you'd like. You could set up windows or possible even another linux that could run the opengl you need because it's ran through emulation.
I would only do this for basic applications though
This isn't possible. VMs can only do what the host hardware can.
 

Argonitious

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I feel your pain. I used a 2006 Mac Mini for several years which maxed out at OpenGL 2.1 (Linux) or 1.4 (Mac/Windows). I didn't use Linux in those days, so I was stuck with 1.4. A lot of 3D software didn't work on it as a result.

The built-in graphics in the Westmere series Intel processors from 2010 don't have good OpenGL support. Although you have the newest OpenGL drivers (Mesa in this case), your hardware simply isn't capable of anything higher than OpenGL 2.1. Your software requires GLSL 3.30, which means you need at least OpenGL 3.3. Pretty much any computer made within the last 5 years will support that.

Interestingly, GLSL version numbers didn't match up with OpenGL versions until 3.3 was released. They have been lined up ever since.

Okay I will be getting a new PC in February so maybe a more modern hardware will work:(

Since it sounds like you are thinking about getting another PC...

Avoid HP and MSI computers if you use Linux. A friend of mine has had nothing but problems with Linux on his HP laptop (glitchy audio, crashing/freezing). I had an MSI laptop which had multiple BIOS bugs (that only affected Linux) and strange hardware that didn't work very well with current Linux drivers.

If you want something that is guaranteed to play nice with Linux, you should look at Purism's Librem 13/15 laptops ($1399/$1599) or any of System76's laptops (2 models are just under $1000). They can be a bit more expensive than other brands, but they are relatively small companies. An unfortunate effect of economics.

Most of the Lenovo ThinkPad laptops (I use one now) are also known to work nicely. I know your T410 didn't allow some Linux distributions on USB, but that problem appears to be gone on newer models. The last generation T480 with Intel graphics (not the Nvidia version that eats up battery power on Linux) often goes for less than $700 on eBay.
 

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Slap this in the terminal:

glxinfo | grep OpenGL:

From my basic Google-fu, you can go max to OpenGL 1.1 on that Intel Graphics device.
 

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This isn't possible. VMs can only do what the host hardware can.

Theoretically you could software emulate a higher level of functionality, but it would be so slow that it's not worth it.

If it were possible to do it in a practical way then of course nobody would ever need to buy a new graphics card :D
 

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