Issue with OpenGL code on Intel HD 4000 card (Windows 8)

Issue with OpenGL code on Intel HD 4000 card (Windows 8)

I have some OpenGL code that seems to work fine on every setup bar Intel HD 4000 on Windows 8.

I have reproduced an example showing the problem (can be compiled using Visual C++)

On a working system it looks like

http://i39.tinypic.com/118zhvn.png

On Intel HD 4000 on Windows 8

http://i42.tinypic.com/2ez1qh3.png

I am assuming this is a driver issue (have tried the latest drivers but no joy) although can't rule out an issue with the code.

Can anyone help?

#include <windows.h>
#include <gl/gl.h>
#include <gl/GLU.h>

// Function Declarations

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
void EnableOpenGL(HWND hWnd, HDC * hDC, HGLRC * hRC);
void DisableOpenGL(HWND hWnd, HDC hDC, HGLRC hRC);

// WinMain
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int iCmdShow)
{
WNDCLASS wc;
HWND hWnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL quit = FALSE;
float theta = 0.0f;

// register window class
wc.style = CS_OWNDC;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH) GetStockObject(BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = "GLSample";
RegisterClass(&wc);

// create main window
hWnd = CreateWindow(
"GLSample", "OpenGL Sample",
WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE,
0, 0, 512, 512,
NULL, NULL, hInstance, NULL);

// enable OpenGL for the window
EnableOpenGL(hWnd, &hDC, &hRC);

// program main loop
while (!quit)
{

// check for messages
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{

// handle or dispatch messages
if (msg.message == WM_QUIT)
{
quit = TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}

}
else
{
glLoadIdentity();
gluOrtho2D(-1.5938962727771744, 1.5938962727771744, -1.5707963267948966, 1.5707963267948966);

glBegin(GL_LINE_LOOP);
glVertex2d(-1.093332, -0.388151);
glVertex2d(-1.092969, -0.388418);
glVertex2d(-1.093067, -0.389266);
glVertex2d(-1.092257, -0.389503);
glVertex2d(-1.091499, -0.389893);
glVertex2d(-1.090951, -0.390575);
glVertex2d(-1.090157, -0.390978);
glVertex2d(-1.089468, -0.391521);
glVertex2d(-1.088742, -0.392055);
glVertex2d(-1.087883, -0.392249);
glVertex2d(-1.087084, -0.392626);
glVertex2d(-1.086413, -0.393203);
glVertex2d(-1.086254, -0.393989);
glVertex2d(-1.086176, -0.394827);
glVertex2d(-1.085459, -0.395254);
glVertex2d(-1.085169, -0.395996);
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glVertex2d(-1.083321, -0.398783);
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glVertex2d(-1.082467, -0.400180);
glVertex2d(-1.082225, -0.400995);
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glVertex2d(-1.081027, -0.402269);
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glVertex2d(-1.078943, -0.403656);
glVertex2d(-1.078322, -0.404300);
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glVertex2d(-1.075884, -0.406375);
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glVertex2d(-1.026927, -0.432061);
glVertex2d(-1.026215, -0.432610);
glVertex2d(-1.025283, -0.432634);
glVertex2d(-1.024431, -0.433027);
glVertex2d(-1.023597, -0.433245);
glVertex2d(-1.022622, -0.433311);
glVertex2d(-1.021691, -0.433395);
glVertex2d(-1.020824, -0.433725);
glVertex2d(-1.019976, -0.434030);
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glVertex2d(-1.018885, -0.435392);
glVertex2d(-1.018326, -0.436065);
glVertex2d(-1.017421, -0.436109);
glVertex2d(-1.016766, -0.435514);
glVertex2d(-1.015864, -0.435493);
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glVertex2d(-1.014429, -0.436613);
glVertex2d(-1.013567, -0.436769);
glVertex2d(-1.012722, -0.437132);
glVertex2d(-1.012034, -0.437641);
glVertex2d(-1.011157, -0.437685);
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glVertex2d(-1.014216, -0.456747);
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glVertex2d(-1.015146, -0.458945);
glVertex2d(-1.015248, -0.459758);
glVertex2d(-1.015651, -0.460516);
glVertex2d(-1.015967, -0.461315);
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glVertex2d(-1.015525, -0.463676);
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glVertex2d(-1.016461, -0.465834);
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glVertex2d(-1.097889, -0.383943);
glVertex2d(-1.096920, -0.383929);
glVertex2d(-1.096053, -0.384360);
glVertex2d(-1.095979, -0.385189);
glVertex2d(-1.095917, -0.386034);
glVertex2d(-1.095369, -0.386711);
glVertex2d(-1.094583, -0.387056);
glVertex2d(-1.093812, -0.387439);
glVertex2d(-1.093332, -0.388151);
glEnd();
SwapBuffers(hDC);
}
}

// shutdown OpenGL
DisableOpenGL(hWnd, hDC, hRC);

// destroy the window explicitly
DestroyWindow(hWnd);

return msg.wParam;

}

// Window Procedure

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{

switch (message)
{

case WM_CREATE:
return 0;

case WM_CLOSE:
PostQuitMessage(0);
return 0;

case WM_DESTROY:
return 0;

case WM_KEYDOWN:
switch (wParam)
{

case VK_ESCAPE:
PostQuitMessage(0);
return 0;

}
return 0;

default:
return DefWindowProc(hWnd, message, wParam, lParam);

}

}

// Enable OpenGL

void EnableOpenGL(HWND hWnd, HDC * hDC, HGLRC * hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int format;

// get the device context (DC)
*hDC = GetDC(hWnd);

// set the pixel format for the DC
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;//24;
pfd.cDepthBits = 32;//16;
pfd.iLayerType = PFD_MAIN_PLANE;
format = ChoosePixelFormat(*hDC, &pfd);
SetPixelFormat(*hDC, format, &pfd);

// create and enable the render context (RC)
*hRC = wglCreateContext(*hDC);
wglMakeCurrent(*hDC, *hRC);

}

// Disable OpenGL

void DisableOpenGL(HWND hWnd, HDC hDC, HGLRC hRC)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
ReleaseDC(hWnd, hDC);
}

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Nähere Informationen zur Compiler-Optimierung finden Sie in unserem Optimierungshinweis.

We have just had a report of the same drawing issues with a PC with a Intel HD 4000 card but running Windows 7.

How to install the beta version of netgear wna 1100 on windows 8?

http://www.printingperiod.com

I sincerely hope that what you posted here is just a test case and not your production code.

Because 2359 glVertex2d() calls surely aren't the best way to do what you are trying to do.

Take a look at this tutorial to learn how to use vertex arrays instead:

http://www.songho.ca/opengl/gl_vertexarray.html

 

-- Regards, Igor Levicki If you find my post helpfull, please rate it and/or select it as a best answer where applies. Thank you.

While I agree with Igor that hard coding all those Vertex2d calls is a little messy, I wanted to let you know that there have been reports of OpenGL problems using Intel 4000 while running Windows 8.  Not sure exactly how widespread they are, but Minecraft was one of the victims.

Despite that, if it were my code, I'd comment out some of the calls to see where your additional lines are coming from - treat it like a merge sort.  Correct me if I'm wrong, but from what I see in the pictures it's producing a triangle (three lines) over the anticipated results.  If that's not a possibility, just try some different drivers.  I know for one particular game that has had issues similar to your's, they suggested that their users try an older set of drivers that in some cases fixed the problem.

Best of luck however you proceed!

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