System Information
Operating system:
Edition: Windows10 Pro 64 bit
Version: 2004
OS Build: 19041.572
Graphics card: GeForce GTX 1060, driver version 457.09
GPU: Intel(R) UHD Graphics 620, driver version 26.20.100.7639
Blender Version
Broken: 2.92.0 and 2.90.1, 2.83.8, 2.80
Sundash 332 pro manual. Worked: 2.83.8 about a month or two ago before the error suddenly occured.
How to Fix Blender OpenGL 3.3 Error How Run Blender Without Graphic Card on Windows 10 Windows 7 Window Operating System 8 100% Works and How to Download. Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender. OK, I’m trying to Install Blender in my modest netbook. Looks like my graphics driver only supports up to OpenGL 1.1.
Short description of error
When I try to open blender I am met with the Unsuported Graphics Card or Driver error telling me 'A grapics card and driver with support for OpenGL 3.3 or higher is required. Installing the latest driver for your graphics card may resolve the issue. The program will now close.' despite the fact that all my drivers are up to date, and my graphics card and gpu supposedly provide full support for OpenGL 4.6. Absolutely free microsoft office for mac os 10.7.5. I've done multiple clean installs of both drivers and multiple versions of blender to no avail.
Exact steps for others to reproduce the error
Opening blender on my machine (microsoft surface book 2) with all drivers up to date. The attatched screenshot shows the error.
Some simple transformations may require when we import a 3d model from a modeling package which uses different coordinate system than the 3D engine we use. Though both Blender and OpenGL use right handed coordinate system, Blender is designed to have its z axis point upwards. So if we import a 3d model which is created in Blender with its height along Z axis, the model seem to aligned with the view direction if we try to draw it in OpenGL with the default model, projection transformations. We need to apply some rotations, translations as well as some vertex reordering to make the geometry visually appear similar to where we have created it.
Blender 2.8 Opengl 3.3
I hope Blender has its coordinate system pretty hard coded into this. And I found this question in a few game development forums asking for a solution.
Differences in Axis orientations in both Blender and OpenGL.
I find there are two solutions to overcome this.
Method 1
Multiply the transformation matrix of the scenegraph root node with a rotation matrix of -90 degrees around x axis.
Blender Opengl 3.3 Error
Method 2
Alter the transformation matrices in the scene nodes of the scene graph also alter all the mesh vertices and normals.
That is, for every vertex (x, y, z) in a model created within the Blender modify the coordinate to (x, z, -y)
Blender Opengl32.dll
Since all the mesh vertices has been altered, we need to alter the transformation matrices also.
It works fine for me. Comments and feedbacks are always welcome.