5.1.3. NVIDIA GeForce 210 graphics card with driver version 190.45 for Windows

These are defects in the driver and that might change between driver releases:

Driver settings

For the most conformant results, some settings must be changed in the NVIDIA control panel. To do this, right click on Desktop, select NVIDIA control panel.

  1. Under Adjust image settings with preview, select Use the advanced 3D settings, then select Take me there.

  2. Set Anisotropic filtering to Application-controlled.

  3. Set Antialiasing - Gamma correction to Off.

  4. Set Antialiasing - Mode to Application-controlled.

  5. Set Antialiasing - Transparency to Off.

Framebuffer object with depth and stencil buffer not supported

ARM does not support using both a depth and a stencil buffer in a framebuffer object.


The emulator does not detect the use of a framebuffer object with depth and stencil buffer. It does not give an error message. If you use a framebuffer object with depth and stencil buffer, this might result in unpredictable behavior.

Framebuffer object with stencil buffer and no depth buffer not supported

If you use a stencil buffer, but no depth buffer, in a framebuffer object, the OpenGL ES emulator reports GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT even though the attachment is complete.

Image attachment

If you attach a depth-renderable image to GL_COLOR_ATTACHMENT0 or a color-renderable image to GL_DEPTH_ATTACHMENT, an error is generated.

Clipping to the viewport

Where the line or point size is greater than 1, the generated fragments are clipped to the viewport.

Link failures with attribute aliasing

Attribute aliasing with glBindAttribLocation() causes link failures, even when there is no path through the vertex shader that references both attributes.

Link can succeed with undefined varying variables

Linking can succeed even if the fragment shader uses a varying variable that is not defined by the vertex shader. glLinkProgram() returns GL_LINK_STATUS as GL_TRUE. This can cause unpredictable behavior of the application.

Driver adjustment of texture filtering, anti-aliasing and anisotropic filtering

NVIDIA drivers make adjustments to texture filtering, anti-aliasing, and anisotropic filtering in an attempt to improve game play experience. Some of these adjustments can be disabled in the NVIDIA Control Panel, see Driver settings. However, in general, you cannot rely on the texture Level Of Detail (LOD) calculations or the choice between minification and magnification to be accurate.

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