I have some code I am trying to run on my laptop, but it keeps giving a 'FALLBACK' error. I don't know what it is, but it is quite annoying. It should just print 'Hello world!', but it prints it twice and changes the colours a little bit.
The same code is running perfectly on my PC.
I've searched a long time to solve this problem, but couldn't find anything. I hope some people out here can help me?
Here is my code:
// Template, major revision 3
#include "string.h"
#include "surface.h"
#include "stdlib.h"
#include "template.h"
#include "game.h"
using namespace Tmpl8;
void Game::Init()
{
// put your initialization code here; will be executed once
}
void Game::Tick( float a_DT )
{
m_Screen->Clear( 0 );
m_Screen->Print( "hello world", 2, 2, 0xffffff );
m_Screen->Line( 2, 10, 66, 10, 0xffffff );
}
Thanks in advance! :-)
Edit:
It gives an error on this line:
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, SCRWIDTH, SCRHEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL );
Maybe this could help?
Looking at this post from OpenGl Forums and seeing that you're using OpenGL, I may have an idea. You say that the code works fine on your computer but not on your notebook. There you have a possible hardware (different video cards) and software (different OpenGL version/support).
What may be happening is that the feature you want to use from OpenGL is not supported on your notebook. Also, you are creating a texture without data (the NULL on the last parameter), this will probably give you errors such as buffer overflow.
EDIT:
You may take a look on GLEW. It has a tool called "glewinfo" that looks for all features available on your hardware/driver. It generates a file by the same name on the same path of the executable. For the power of two textures, look for GL_ARB_texture_non_power_of_two.
EDIT 2:
As you said on the comments, without the GL_ARB_texture_non_power_of_two extension, and the texture having size of 640x480, glTexture will give you an error, and all the code that depends on it will likely fail. To fix it, you have to stretch the dimensions of the image to the next power of two. In this case, it would become 1024x512. Remember that the data that you supply to glTexture MUST have these dimensions.