Background: I have been working on a game engine in LWJGL. I normally work on my desktop with an NVidia graphics card. When using that card, everything works properly (i.e. the scene renders, UI renders, and everything updates). However, when I use my surface pro 4 and its integrated graphics (Intel 530), the scene and UI seem to render at least 2 times (to fill both front and back buffers), then the scene and UI stop updating. I can confirm that the application is still running, as my in console FPS counter still works.
Code: My window's update method is as follows:
public void update() {
frameRateCounter.start();
newFrame();
calc.layout(ctx, 50, 50);
render(NK_ANTI_ALIASING_ON, MAX_VERTEX_BUFFER, MAX_ELEMENT_BUFFER);
UI.poll();
glfwSwapBuffers(window);
clear();
frameRateCounter.calculate();
}
I use the Nuklear demo provided by LWJGL here. Does anyone have any ideas on why this is, or is this most likely a hardware issue?
Thanks in advance!
To answer my own question, it seems that a driver update fixed the issue. Another issue that I just found was that the inputs seem to be several pixels off. I can confirm this with other, 3rd party software such as Blender. Seems that there is nothing I can do, so hopefully this response will be useful for someone else experiencing similar issues.