Godot version:
Godot_v3.1-stable_win64.exe
OS/device including version:
袨小: Windows 7 x64
Radeon HD 3650
Issue description:
Every time I launch the project manager, I get a bunch of errors, 30-31x the same about rasterization, and 1x about Directional shadow framebuffer status invalid. Why does the project manager need a shadow buffer?

Have you installed the latest drivers from AMD? - https://www.amd.com/en/support/graphics/amd-radeon-hd/ati-radeon-hd-3000-series/ati-radeon-hd-3650
Probably Godot create some basic objects which are used in editor and need this functions.
qarmin
yes, I did it first thing.
This doesn't seems to be Godot issue, but poorly OpenGL support in older drivers.
As a workaround I suggest use Mesa opengl version(read latest comments - https://github.com/godotengine/godot/issues/25607) or just use Linux which have Mesa library built-in.
I believe the issue is not the error itself (it's known to happen across a variety of devices and already reported several times) - but the question is why does Project Manager spew it. Unlike when the project is loaded, the project list itself uses no shadows at all...
@Zireael07 The project manager uses 3D framebuffer allocation as it's the default value. Perhaps making it use 2D framebuffer allocation would solve this (while also making it slightly faster on slow GPUs).
The project manager uses the same renderer as the engine. Even without using 3D features, it does allocate the required framebuffers for the renderer, as Calinou mentioned.
But that's beside the point. If this error is raised on the project manager, it's raised on the editor too, and on exported games.
As a workaround I suggest use Mesa opengl version(read latest comments - #25607) or just use Linux which have Mesa library built-in.
Using MesaGL for Windows is probably your best shot indeed.
akien-mga
You did not correctly interpret this problem, the name does not match, if you look closely at the number of errors, almost all of them are No. 4996. and most importantly, the project manager opens FAST in GLES3 mode. And in the problem https://github.com/godotengine/godot/issues/27584, I reported SLOWLY launching projects and opening it in the editor in GLES2 mode.
Same problem here on Windows 10 Pro.
Running: C:\Users\1556897\Desktop\Godot_v3.1.1-stable_win64.exe --path C:/Users/1556897/Documents/teste --remote-debug 127.0.0.1:6007 --allow_focus_steal_pid 10160 --position 448,240 res://Node2D.tscn
OpenGL ES 2.0 Renderer: ATI Radeon HD 4250
ERROR: initialize: Directional shadow framebuffer status invalid
At: drivers/gles2/rasterizer_scene_gles2.cpp:3369
@akien-mga you mean this? https://fdossena.com/?p=mesa/index.frag
Didn't work here :/
Note: MesaInjector is currently incompatible with Windows 10 1803, it will work again as soon as Thinapp gets updated
@rodolforg Try installing https://github.com/pal1000/mesa-dist-win; you can enable it just for Godot by placing the DLL files in the same directory as the Godot editor executable.
@qarmin If that comment/quote was directed to me, it's just for Solution 2. I tried solution "0" and 1.
@Calinou Tried, but sadly it does not even start.
c:\Users\1556897\Desktop\teste 31>Godot_v3.1-stable_win64.exe
OpenGL ES 3.0 Renderer: llvmpipe (LLVM 8.0, 128 bits)
c:\Users\1556897\Desktop\teste 31>
And it closes.
@Calinou
Try installing https://github.com/pal1000/mesa-dist-win;
opengl32.dll (x64) makes the errors go away for me and solves the GLES3 hangings mentioned in #20566, but the performance drops below 10 fps in both GLES modes. :(
I don't know what the other dlls are for but they don't seem to make a difference.
@Skaruts The package I linked is a software OpenGL implementation, so it's going to be slow no matter your hardware :slightly_frowning_face:
Should be fixed by #31259.
Could you test to confirm?
Most helpful comment
@Zireael07 The project manager uses 3D framebuffer allocation as it's the default value. Perhaps making it use 2D framebuffer allocation would solve this (while also making it slightly faster on slow GPUs).