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I'm developing a little image visualizer just to learn some openGL graphics. I'm using Dear ImGUI to have a GUI interface. I'm struggling with an issue happening when I switch from Intel graphic card to nVidia graphic card. I'm working on a Dell precision 7560 laptop running Windows 10. I'm rendering an image texture to a Frame Buffer Object and then displaying the FBO texture into an ImGui::Image widget. What is happening is that if I use the Intel Graphic card everything works fine: texture displayed with Intel graphic card

but as soon as I switch to nVidia the texture is rendered in a wrong way: texture displayed with nVIida graphic card

I'm using the most basic shader code needed to deal with textures.

Does anyone have experienced the same?

I've tried to check and recheck the code but everything seems ok, so I'm supposing that is something that with Intel goes by default and with the nVidia I need to specify something more...

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    glDrawElements(GL_TRIANGLES, 5, GL_UNSIGNED_INT, 0); , should be glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); – Summit Feb 03 '23 at 08:25

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