opengl error

Post Reply
kickpass
Posts: 2
Joined: Mon Mar 31, 2014 8:12 pm

opengl error

Post by kickpass »

Hello,

This happens when I run pioneer. What does it mean? And/or how do I tell if I will be able to run pioneer at all?
Any directional advice would be appreciated.

Code: Select all

./pioneer
Failed to set video mode. (Couldn't find matching GLX visual). Re-trying without multisampling.
Initialized GL2 renderer
started 7 worker threads
ship definition for 'lunarshuttle' has deprecated 'camera_offset' field
ship definition for 'lunarshuttle' has deprecated 'gun_mounts' field
ship definition for 'venturestar' has deprecated 'camera_offset' field
ship definition for 'venturestar' has deprecated 'gun_mounts' field
Face Generation source images loaded.
Number of factions added: 103
error: OpenGL error(s) during frame:
GL_INVALID_ENUM
FluffyFreak
Posts: 1343
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: opengl error

Post by FluffyFreak »

We really need a bit more information than that.

There are two files that Pioneer creates called "output.txt" and "opengl.txt", if you can upload those or cut n' paste their contents here that would help.

Also what operating system are you using?
Did you download Pioneer from the website or did you compile it yourself?
If you downloaded it then what version did you get, and is there a newer version you could try (build frequently)?
At what point does it actually crash? Is it during the loading when there is a blue progress bar on the screen?

Andy
lwho
Posts: 72
Joined: Thu Jul 04, 2013 9:26 pm
Location: Germany

Re: opengl error

Post by lwho »

The output kickpass gave was the one, that would go to "output.txt" if it was configured that way (which is not the default on Linux as I was reminded recently). So, this time it might be a real OpenGL error ;)

@kickpass: Please post your ~/.pioneer/opengl.txt . Often this kind of errors is an indication of the graphic chipset not supporting some OpenGL features (either because the chip is too old or the driver is crappy). Trying with another driver (e.g. with the proprietary if you are using open source ones, or the other way around) might also help.

Setting "EnableGLDebug=1" in your ~/.pioneer/config.ini might give some extra information if the driver and chipset support it.


Edit: Please also tell us your operating system. I'm guessing some Linux distribution, but there are lots of them.
FluffyFreak
Posts: 1343
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: opengl error

Post by FluffyFreak »

Inspired me to write an extra-info in output Pull Request.

If you can think of more information to log to it then go ahead and suggest it! :)
kickpass
Posts: 2
Joined: Mon Mar 31, 2014 8:12 pm

Re: opengl error

Post by kickpass »

Downloaded pioneer from the website, 20140329-linux-32, it crashes at 11 billions years on the loading bar. running on ubuntu 12.04.

opengl.txt:

OpenGL version 3.0 Mesa 8.0.4, running on Tungsten Graphics, Inc Mesa DRI Intel(R) Sandybridge Mobile x86/MMX/SSE2
GLEW version 1.10.0
Shading language version: 1.30
Available extensions:
GL_ARB_ES2_compatibility
GL_ARB_color_buffer_float
GL_ARB_copy_buffer
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex
GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_robustness
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_sync
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_swizzle
GL_ARB_transpose_matrix
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_texture
GL_EXT_draw_buffers2
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_gpu_program_parameters
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_compression_rgtc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_integer
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_texture
GL_EXT_texture_rectangle
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_swizzle
GL_EXT_texture_type_2_10_10_10_REV
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array_bgra
GL_EXT_vertex_array
GL_OES_blend_equation_separate
GL_OES_blend_func_separate
GL_OES_blend_subtract
GL_OES_byte_coordinates
GL_OES_compressed_paletted_texture
GL_OES_depth24
GL_OES_depth_texture
GL_OES_EGL_image
GL_OES_element_index_uint
GL_OES_fbo_render_mipmap
GL_OES_fixed_point
GL_OES_framebuffer_object
GL_OES_mapbuffer
GL_OES_matrix_get
GL_OES_packed_depth_stencil
GL_OES_point_size_array
GL_OES_point_sprite
GL_OES_query_matrix
GL_OES_read_format
GL_OES_rgb8_rgba8
GL_OES_single_precision
GL_OES_standard_derivatives
GL_OES_stencil8
GL_OES_stencil_wrap
GL_OES_texture_3D
GL_OES_texture_cube_map
GL_OES_texture_env_crossbar
GL_OES_texture_mirrored_repeat
GL_OES_texture_npot
GL_3DFX_texture_compression_FXT1
GL_APPLE_object_purgeable
GL_APPLE_packed_pixels
GL_APPLE_vertex_array_object
GL_ATI_blend_equation_separate
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_IBM_multimode_draw_arrays
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_INGR_blend_func_separate
GL_MESA_pack_invert
GL_MESA_texture_array
GL_MESA_texture_signed_rgba
GL_MESA_window_pos
GL_MESA_ycbcr_texture
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_draw_buffers
GL_NV_fbo_color_attachments
GL_NV_light_max_exponent
GL_NV_packed_depth_stencil
GL_NV_texgen_reflection
GL_NV_texture_env_combine4
GL_NV_texture_rectangle
GL_NV_vertex_program1_1
GL_NV_vertex_program
GL_SGIS_generate_mipmap
GL_SGIS_texture_border_clamp
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays

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 = 8
GL_MAX_COLOR_ATTACHMENTS_EXT = 8
GL_MAX_COLOR_MATRIX_STACK_DEPTH -- not supported
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 32
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 2048
GL_MAX_DRAW_BUFFERS = 8
GL_MAX_ELEMENTS_INDICES = 3000
GL_MAX_ELEMENTS_VERTICES = 3000
GL_MAX_EVAL_ORDER = 30
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 16384
GL_MAX_LIGHTS = 8
GL_MAX_LIST_NESTING = 64
GL_MAX_MODELVIEW_STACK_DEPTH = 32
GL_MAX_NAME_STACK_DEPTH = 64
GL_MAX_PIXEL_MAP_TABLE = 256
GL_MAX_PROJECTION_STACK_DEPTH = 32
GL_MAX_RENDERBUFFER_SIZE_EXT = 8192
GL_MAX_SAMPLES_EXT = 4
GL_MAX_TEXTURE_COORDS = 8
GL_MAX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_TEXTURE_LOD_BIAS = 14
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16
GL_MAX_TEXTURE_SIZE = 8192
GL_MAX_TEXTURE_STACK_DEPTH = 10
GL_MAX_TEXTURE_UNITS = 8
GL_MAX_VARYING_FLOATS = 64
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS = 2
GL_SAMPLE_BUFFERS = 0
GL_SAMPLES = 0
GL_ALIASED_LINE_WIDTH_RANGE = 1, 5
GL_ALIASED_POINT_SIZE_RANGE = 1, 255
GL_MAX_VIEWPORT_DIMS = 16384, 16384
GL_SMOOTH_LINE_WIDTH_RANGE = 1, 5
GL_SMOOTH_POINT_SIZE_RANGE = 1, 255

output of ./pioneer with "EnableGLDebug=1" in ~/.pioneer/config.ini

Failed to set video mode. (Couldn't find matching GLX visual). Re-trying without multisampling.
GL_KHR_debug is not supported; GLDebug will not work
Initialized GL2 renderer
started 7 worker threads
ship definition for 'lunarshuttle' has deprecated 'camera_offset' field
ship definition for 'lunarshuttle' has deprecated 'gun_mounts' field
ship definition for 'venturestar' has deprecated 'camera_offset' field
ship definition for 'venturestar' has deprecated 'gun_mounts' field
Face Generation source images loaded.
Number of factions added: 103
error: OpenGL error(s) during frame:
GL_INVALID_ENUM
robn
Posts: 302
Joined: Mon Jul 01, 2013 1:11 am
Location: Melbourne, Australia

Re: opengl error

Post by robn »

Ok, I've heard about this problem enough in the last couple of weeks to actually attempt to do something about it. Right now I'm working on getting the kids' ancient Ubuntu laptop up to a point where it can build Pioneer, then I can try to find it.

I'm pretty sure its not good enough to run Pioneer in its current form:

Code: Select all

OpenGL vendor string: X.Org R300 Project
OpenGL renderer string: Gallium 0.4 on ATI RV515
OpenGL version string: 2.1 Mesa 9.2.0
OpenGL shading language version string: 1.20
robn
Posts: 302
Joined: Mon Jul 01, 2013 1:11 am
Location: Melbourne, Australia

Re: opengl error

Post by robn »

Well that went nowhere. It actually started just fine. It does get stuck in an infinite loop deep in the driver under DrawTriangles after a few seconds of play, but that's an entirely different problem. Dammit.
Post Reply