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SDL2 crahes / startup issues
Posted: Tue Nov 12, 2013 3:37 pm
by Core
[Moderator note: posts in this thread were originally in Shaders & disabling shaders -- moved by jpab]
If maintaining the a non-shader build would allow me to actually run the Win builds (i can't run them for months now, throws OpenGL extension errors) then i say do it... yes, i have one of those Intel CPU/GPU laptops, i can't be the only one, Pioneer ran great before this error.
ERROR: OpenGL extension AB_vertex_buffer_object not supported
Code: Select all
IntelĀ® Graphics Media Accelerator 4500MHD Driver for Mobile Report
Driver Version: 6.14.10.5420
Operating System: Windows XP Professional Service Pack 3(5.1.2600)
Default Language: English (United States)
DirectX* Version: 9.0
Physical Memory: 3037 MB
Minimum Graphics Memory: 32 MB
Maximum Graphics Memory: 256 MB
Graphics Memory in Use: 55 MB
Processor: x86 Family 6 Model 15 Stepping 13
Processor Speed: 1994 MHz
Vendor ID: 8086
Device ID: 2A42
Device Revision: 07
Accelerator in Use: Mobile Intel(R) 4 Series Express Chipset Family
Video BIOS: 1659.0
Current Graphics Mode: 1280 by 800
Active Digital Televisions: 1
Active Notebook Displays: 1
Re: Shaders & disabling shaders
Posted: Tue Nov 12, 2013 7:51 pm
by FluffyFreak
@Core, that looks like you've got out of date drivers.
That GPU isn't very good but it should certainly be capable of running OpenGL 2.0!
I'm only guessing but is this your chipset?
http://www.intel.com/Products/Notebook/ ... erview.htm
Re: Shaders & disabling shaders
Posted: Wed Nov 13, 2013 12:35 am
by Core
Yup, correct, and i'm running the latest Intel drivers, but the latest Intel drivers are a no go, the older Pioneer Win builds work... it was in September things changed, the last Win build that worked was pioneer-201309.75-win32.
Re: Shaders & disabling shaders
Posted: Wed Nov 13, 2013 9:24 am
by FluffyFreak
Ok that sounds like a bug with the game more than anything else, especially if it used to work.
Can you upload the files, or the contents of the files, OpenGL.txt, stderr.txt and stdout.txt that are create in your "documents/Pioneer/" folder to pastebin.com or somewhere else where we can download them?
If you want to create a new topic on here or preferrably an issue on the github page
https://github.com/pioneerspacesim/pion ... state=open then we'll try and work out whats gone wrong with the game or with your config.
Re: Shaders & disabling shaders
Posted: Fri Nov 15, 2013 4:12 am
by Core
Not much in the non-working files, both std*.txt are blank after the error, the opengl.txt is not even created; but i'll display the .75 working versions below, non-working tests are on pioneer-20131115-win32:
stdout.txt:
Code: Select all
WORKING
Initialized GL2 renderer
started 1 worker threads
Number of factions added: 103
NOT WORKING
[empty]
stderr.txt:
Code: Select all
WORKING
Requested AA mode: 2x, actual: 1x
ship definition for 'amphiesma' has deprecated 'camera_offset' field
ship definition for 'amphiesma' has deprecated 'gun_mounts' field
ship definition for 'deneb' has deprecated 'camera_offset' field
ship definition for 'deneb' has deprecated 'gun_mounts' field
ship definition for 'dsminer' has deprecated 'camera_offset' field
ship definition for 'kanara' has deprecated 'gun_mounts' field
ship definition for 'lunarshuttle' has deprecated 'camera_offset' field
ship definition for 'lunarshuttle' has deprecated 'gun_mounts' field
ship definition for 'molamola' has deprecated 'camera_offset' field
ship definition for 'molamola' has deprecated 'gun_mounts' field
ship definition for 'natrix' has deprecated 'camera_offset' field
ship definition for 'natrix' has deprecated 'gun_mounts' field
ship definition for 'pumpkinseed' has deprecated 'camera_offset' field
ship definition for 'pumpkinseed' has deprecated 'gun_mounts' field
ship definition for 'venturestar' has deprecated 'camera_offset' field
ship definition for 'venturestar' has deprecated 'gun_mounts' field
ship definition for 'wave' has deprecated 'camera_offset' field
ship definition for 'wave' has deprecated 'gun_mounts' field
libpng warning: iCCP: known incorrect sRGB profile
.
.
.
NOT WORKING
[empty]
opengl.txt:
Code: Select all
WORKING
OpenGL version 2.1.0 - Build 6.14.10.5420, running on Intel Mobile Intel(R) 4 Series Express Chipset Family
GLEW version 1.10.0
Shading language version: 1.20 - Intel Build 6.14.10.5420
Available extensions:
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_color
GL_EXT_abgr
GL_EXT_texture3D
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_SGIS_texture_edge_clamp
GL_SGIS_generate_mipmap
GL_EXT_draw_range_elements
GL_SGIS_texture_lod
GL_EXT_rescale_normal
GL_EXT_packed_pixels
GL_EXT_texture_edge_clamp
GL_EXT_separate_specular_color
GL_ARB_multitexture
GL_EXT_texture_env_combine
GL_EXT_bgra
GL_EXT_blend_func_separate
GL_EXT_secondary_color
GL_EXT_fog_coord
GL_EXT_texture_env_add
GL_ARB_texture_cube_map
GL_ARB_transpose_matrix
GL_ARB_texture_env_add
GL_IBM_texture_mirrored_repeat
GL_EXT_multi_draw_arrays
GL_NV_blend_square
GL_ARB_texture_compression
GL_3DFX_texture_compression_FXT1
GL_EXT_texture_filter_anisotropic
GL_ARB_texture_border_clamp
GL_ARB_point_parameters
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_EXT_texture_compression_s3tc
GL_ARB_shadow
GL_ARB_window_pos
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_ARB_vertex_program
GL_EXT_texture_rectangle
GL_ARB_fragment_program
GL_EXT_stencil_two_side
GL_ATI_separate_stencil
GL_ARB_vertex_buffer_object
GL_EXT_texture_lod_bias
GL_ARB_occlusion_query
GL_ARB_fragment_shader
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_non_power_of_two
GL_ARB_vertex_shader
GL_NV_texgen_reflection
GL_ARB_point_sprite
GL_EXT_blend_equation_separate
GL_ARB_depth_texture
GL_ARB_texture_rectangle
GL_ARB_draw_buffers
GL_ARB_color_buffer_float
GL_ARB_half_float_pixel
GL_ARB_texture_float
GL_ARB_pixel_buffer_object
GL_EXT_framebuffer_object
GL_ARB_draw_instanced
GL_ARB_half_float_vertex
GL_EXT_draw_buffers2
GL_WIN_swap_hint
GL_EXT_texture_sRGB
GL_EXT_packed_float
GL_EXT_texture_shared_exponent
GL_ARB_texture_rg
GL_ARB_texture_compression_rgtc
GL_NV_conditional_render
GL_EXT_texture_swizzle
GL_ARB_framebuffer_sRGB
GL_EXT_packed_depth_stencil
GL_ARB_depth_buffer_float
GL_EXT_transform_feedback
GL_EXT_framebuffer_blit
GL_ARB_framebuffer_object
GL_ARB_vertex_array_object
Implementation Limits:
GL_MAX_3D_TEXTURE_SIZE = 256
GL_MAX_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIP_PLANES = 6
GL_MAX_COLOR_ATTACHMENTS_EXT = 8
GL_MAX_COLOR_MATRIX_STACK_DEPTH -- not supported
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 16
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 2048
GL_MAX_DRAW_BUFFERS = 8
GL_MAX_ELEMENTS_INDICES = 1024
GL_MAX_ELEMENTS_VERTICES = 1024
GL_MAX_EVAL_ORDER = 32
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 1024
GL_MAX_LIGHTS = 8
GL_MAX_LIST_NESTING = 64
GL_MAX_MODELVIEW_STACK_DEPTH = 32
GL_MAX_NAME_STACK_DEPTH = 128
GL_MAX_PIXEL_MAP_TABLE = 65536
GL_MAX_PROJECTION_STACK_DEPTH = 4
GL_MAX_RENDERBUFFER_SIZE_EXT = 4096
GL_MAX_SAMPLES_EXT -- not supported
GL_MAX_TEXTURE_COORDS = 8
GL_MAX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_TEXTURE_LOD_BIAS = 15.9375
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 2
GL_MAX_TEXTURE_SIZE = 4096
GL_MAX_TEXTURE_STACK_DEPTH = 10
GL_MAX_TEXTURE_UNITS = 8
GL_MAX_VARYING_FLOATS = 41
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 512
GL_NUM_COMPRESSED_TEXTURE_FORMATS = 6
GL_SAMPLE_BUFFERS = 0
GL_SAMPLES = 1
GL_ALIASED_LINE_WIDTH_RANGE = 1, 7
GL_ALIASED_POINT_SIZE_RANGE = 1, 255
GL_MAX_VIEWPORT_DIMS = 4096, 4096
GL_SMOOTH_LINE_WIDTH_RANGE = 0, 7.5
GL_SMOOTH_POINT_SIZE_RANGE = 0.5, 10
NOT WORKING
[empty]
Re: Shaders & disabling shaders
Posted: Fri Nov 15, 2013 7:57 am
by FluffyFreak
That's odd, I can see it (GL_ARB_vertex_buffer_object) right there in the opengl.txt extension listing.
Would you mind trying one of the latest builds? I notice that there's a libpng error in there too and I think all of those were recently fixed by jpab.
Re: Shaders & disabling shaders
Posted: Fri Nov 15, 2013 11:46 am
by jpab
Core wrote:it was in September things changed, the last Win build that worked was pioneer-201309.75-win32.
This may be a red herring, but 201309.75 was immediately before the switch to SDL2. The version after that is 201309.116 (
pioneer-201309.116-win32.7z), and the only changes between those two versions are the switch to SDL2, an update to the Kanara model, and updating the version of the miniz library that we use to read zip files.
Regarding opengl.txt, we've had some confusion in the past caused by an old copy of opengl.txt being left in the directory, because the game didn't get far enough to write out a new version. Could you try renaming or deleting opengl.txt and running the game again, please?
Re: Shaders & disabling shaders
Posted: Fri Nov 15, 2013 12:07 pm
by Core
Well, the switch to SDL2 was what i thought did it too, or just something in the compilation since..., as i mentioned (edited for clarity) above, when i run any Win build newer than .75 it crashes before the std*.txt files get re-written, they remain empty; i had thought it was writing a new opengl.txt because i thought it was comparing differently than the working one (in white-space), but i was wrong, it is not getting re-created at all. The not-working tests were done with latest SF Win build. Note, there's a series of libpng errors, i just truncated the list of repetitions to one, glad those were fixed. I guess if what's going on has nothing to do with shaders i should move the posts out from hi-jacking this thread, is this SDL2 or ?
Re: Shaders & disabling shaders
Posted: Fri Nov 15, 2013 12:39 pm
by jpab
Core wrote:I guess if what's going on has nothing to do with shaders i should move the posts out from hi-jacking this thread, is this SDL2 or ?
Don't worry about it. If necessary I'll extract stuff into a separate thread with magical mod powers.
Zordey had an error pretty much exactly like this which we debugged on IRC. Something for you to try: open up Pioneer's config.ini in a text editor and set AntiAliasingMode to 0. By default we have antialising (multisampling) enabled, and the game is supposed to automatically turn it off if it's not supported, but that automatic fall-back was broken when we switched to SDL2. I thought we fixed it after Zordey hit this problem, but maybe it's still broken. (Or maybe the problem you're seeing is something completely unrelated)
To get more information about what bits of OpenGL are supported on your system (since Pioneer isn't giving us any useful info about that), try downloading the win32 binaries for
GLEW (here's a
direct link to the sourceforge download page for it). In that zip file go to bin/Release/Win32 and run visualinfo.exe. It should generate a text file (visualinfo.txt) which lists the supported GL extensions and also all the supported video modes.
SDL2 crahes / startup issues.
Posted: Fri Nov 15, 2013 12:40 pm
by FluffyFreak
This is the overflow from "Shaders & disabling shaders" -
http://pioneerspacesim.net/forum/viewto ... 1041#p1042 to discuss/track problems caused by the switch to SDL2 for some users.
jpab wrote:Core wrote:it was in September things changed, the last Win build that worked was pioneer-201309.75-win32.
This may be a red herring, but 201309.75 was immediately before the switch to SDL2. The version after that is 201309.116 (
pioneer-201309.116-win32.7z), and the only changes between those two versions are the switch to SDL2, an update to the Kanara model, and updating the version of the miniz library that we use to read zip files.
Regarding opengl.txt, we've had some confusion in the past caused by an old copy of opengl.txt being left in the directory, because the game didn't get far enough to write out a new version. Could you try renaming or deleting opengl.txt and running the game again, please?
Core wrote:Well, the switch to SDL2 was what i thought did it too, or just something in the compilation since..., as i mentioned (edited for clarity) above, when i run any Win build newer than .75 it crashes before the std*.txt files get re-written, they remain empty; i had thought it was writing a new opengl.txt because i thought it was comparing differently than the working one (in white-space), but i was wrong, it is not getting re-created at all. The not-working tests were done with latest SF Win build. Note, there's a series of libpng errors, i just truncated the list of repetitions to one, glad those were fixed. I guess if what's going on has nothing to do with shaders i should move the posts out from hi-jacking this thread, is this SDL2 or ?