...it doesn't work on Windows XP SP3?!!

Discussion about the game and its default mods.
User avatar
secret
Posts: 62
Joined: Fri Aug 03, 2007 1:53 pm

Post by secret »

Sleipnir wrote: The Intel graphics drivers that ship with windows doesn't include working OpenGL support. Grab the latest drivers from the Intel website and try again.
Were you referring to me or to someone else?...

User avatar
Sleipnir
Posts: 878
Joined: Wed Apr 10, 2002 11:52 pm
Contact:

Post by Sleipnir »

It was aimed at anyone with an Intel card. We have also recently fixed a bug which we believe to be the cause of the "GL Error: 1282" errors - this will appear in the next playtest, which should be released sometime in the next week.

User avatar
secret
Posts: 62
Joined: Fri Aug 03, 2007 1:53 pm

Post by secret »

Sleipnir wrote: It was aimed at anyone with an Intel card. We have also recently fixed a bug which we believe to be the cause of the "GL Error: 1282" errors - this will appear in the next playtest, which should be released sometime in the next week.
Problem is, that Intel claims that for my driver OpenGL works.

Or at least this is what it claims. Is there any test to see if OpenGL works?... I've got no settings to see if it actually works. Or even NET framework. I've tried as well what rami proposed, and it still doesn't work.

User avatar
Sleipnir
Posts: 878
Joined: Wed Apr 10, 2002 11:52 pm
Contact:

Post by Sleipnir »


User avatar
secret
Posts: 62
Joined: Fri Aug 03, 2007 1:53 pm

Post by secret »

Sleipnir wrote: Try this (unofficial) test build: http://sleipnirstuff.com/openra/devtest ... 110625.exe
The game works, yet the editor doesn't.

Tho...what could be the problem with .NET framework then?...

twarpie
Posts: 60
Joined: Sun Jun 26, 2011 3:10 pm

Post by twarpie »

Sleipnir wrote: Try this (unofficial) test build: http://sleipnirstuff.com/openra/devtest ... 110625.exe
With this build OpenRA gets as far as opening the window and showing the loading screen ('articulating splines, etc), before crashing again, showing the "this application needs to close'' dialog.

Contents of exception.log:

Code: Select all

System.InvalidOperationException: GL Error: GL_INVALID_ENUM
   at OpenRA.Renderer.Cg.GraphicsDevice.CheckGlError()
   at OpenRA.Renderer.Cg.GraphicsDevice.CreateTexture()
   at OpenRA.Graphics.Sheet.get_Texture()
   ...
Configuration:

Code: Select all

Graphics:
	Renderer: Cg
	Mode: Windowed
	WindowedSize: 640,480
With the GL renderer it crashes almost instantly with the following in exception.log (I've attached the full logs):

Code: Select all

System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidProgramException: Unsupported GPU. See graphics.log for details.
   at OpenRA.Renderer.Glsl.GraphicsDevice..ctor(Int32 width, Int32 height, WindowMode window, Boolean vsync)
...
With graphics.log:

Code: Select all

Unsupported GPU: Missing extensions: GL_ARB_vertex_shader,GL_ARB_fragment_shader
...
Card: Intel GMA950 (945G)
Driver: 6.14.10.4926 (apparently the latest)
OS: WinXP Pro SP3 UK

Some random GPU caps viewer (kludx) suggests the card does indeed lack vertex shaders (but does have pixel shader 2.0 support). Anything else we can check / do?
Attachments
GL_graphics.log.txt
(1.32 KiB) Downloaded 814 times
GL_exception.log.txt
(1.03 KiB) Downloaded 722 times
CG_exception.log.txt
(876 Bytes) Downloaded 980 times

User avatar
Sleipnir
Posts: 878
Joined: Wed Apr 10, 2002 11:52 pm
Contact:

Post by Sleipnir »

@twarpie:

The 950 will be slow, but it should be capable of running OpenRA without crashing using the Cg renderer.

That `GL Error: GL_INVALID_ENUM' exception is definitely caused a bug - either in OpenRA, or in your drivers (which is still our problem - we should work around these issues, or at least test for them early and exit gracefully with a decent error).

We will add some extra debug logging into the next build, which should hopefully give a bit more information on what is causing this.

twarpie
Posts: 60
Joined: Sun Jun 26, 2011 3:10 pm

Post by twarpie »

Sleipnir wrote: @twarpie:

The 950 will be slow, but it should be capable of running OpenRA without crashing using the Cg renderer.
Yes, I assumed as much with regards to the performance of the GMA.
Sleipnir wrote: That `GL Error: GL_INVALID_ENUM' exception is definitely caused a bug - either in OpenRA, or in your drivers (which is still our problem - we should work around these issues, or at least test for them early and exit gracefully with a decent error).

We will add some extra debug logging into the next build, which should hopefully give a bit more information on what is causing this.
Is this going to be a 'release' build, or should I do a check out from git?

twarpie
Posts: 60
Joined: Sun Jun 26, 2011 3:10 pm

Post by twarpie »

twarpie wrote: Some random GPU caps viewer (kludx) suggests the card does indeed lack vertex shaders (but does have pixel shader 2.0 support). Anything else we can check / do?
Seems the 950 does support

Code: Select all

GL_ARB_fragment_program
GL_ARB_vertex_program
just not

Code: Select all

GL_ARB_fragment_shader 
GL_ARB_vertex_shader
Perhaps the shaders could be converted / compiled / rewritten (not a shader expert here)?

User avatar
Sleipnir
Posts: 878
Joined: Wed Apr 10, 2002 11:52 pm
Contact:

Post by Sleipnir »

twarpie wrote: Perhaps the shaders could be converted / compiled / rewritten (not a shader expert here)?
This is what the Cg toolkit, used by our Cg renderer, does.

The fixes that I mentioned above will go into the playtest build that we intend on releasing in the near future. I may also release another unofficial test build with the fixes for people to try if the playtest is delayed much longer.

twarpie
Posts: 60
Joined: Sun Jun 26, 2011 3:10 pm

Post by twarpie »

Sleipnir wrote:
twarpie wrote: Perhaps the shaders could be converted / compiled / rewritten (not a shader expert here)?
This is what the Cg toolkit, used by our Cg renderer, does.
Ah right.
Sleipnir wrote: The fixes that I mentioned above will go into the playtest build that we intend on releasing in the near future. I may also release another unofficial test build with the fixes for people to try if the playtest is delayed much longer.
Ok. Will await the playtest then.

Thanks for all your effort btw, very nice project.

twarpie
Posts: 60
Joined: Sun Jun 26, 2011 3:10 pm

Post by twarpie »

Just some further experimentation: placing the OpenGL32.dll from GLIntercept (source available) in the OpenRA directory allows OpenRA to run. Still using the Cg renderer.

Log file from GLIntercept logs a lot of INVALID_ENUM errors, but the game never crashes.

Obviously not a solution, or even a workaround.

User avatar
Sleipnir
Posts: 878
Joined: Wed Apr 10, 2002 11:52 pm
Contact:

Post by Sleipnir »

Interesting... Could you please post the GLIntercept logs? They'll hopefully point us at the calls that are failing.

twarpie
Posts: 60
Joined: Sun Jun 26, 2011 3:10 pm

Post by twarpie »

Sleipnir wrote: Interesting... Could you please post the GLIntercept logs? They'll hopefully point us at the calls that are failing.
See attachments. Archive contains all logs (OpenRA & GLIntercept). GLIntercept was configured with the 'gliConfig_FullDebug.ini'.

The GL renderer crashes, Cg runs.
Attachments
GL_Logs.zip
(11.99 KiB) Downloaded 708 times
CG_Logs.zip
(32.92 KiB) Downloaded 832 times

twarpie
Posts: 60
Joined: Sun Jun 26, 2011 3:10 pm

Post by twarpie »

Sleipnir wrote: Interesting... Could you please post the GLIntercept logs? They'll hopefully point us at the calls that are failing.
Any progress on this? Hope this doesn't come across as whiny: just anxious to play the game on my lacking gma950 :)

Post Reply