Were you referring to me or to someone else?...
...it doesn't work on Windows XP SP3?!!
Try this (unofficial) test build: http://sleipnirstuff.com/openra/devtest ... 110625.exe
The game works, yet the editor doesn't.Sleipnir wrote: Try this (unofficial) test build: http://sleipnirstuff.com/openra/devtest ... 110625.exe
Tho...what could be the problem with .NET framework then?...
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.Sleipnir wrote: Try this (unofficial) test build: http://sleipnirstuff.com/openra/devtest ... 110625.exe
Contents of exception.log:
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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()
...
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Graphics:
Renderer: Cg
Mode: Windowed
WindowedSize: 640,480
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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)
...
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Unsupported GPU: Missing extensions: GL_ARB_vertex_shader,GL_ARB_fragment_shader
...
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?
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- GL_graphics.log.txt
- (1.32 KiB) Downloaded 871 times
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- GL_exception.log.txt
- (1.03 KiB) Downloaded 781 times
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- CG_exception.log.txt
- (876 Bytes) Downloaded 1044 times
@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.
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.
Yes, I assumed as much with regards to the performance of the GMA.
Is this going to be a 'release' build, or should I do a check out from git?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.
Seems the 950 does supporttwarpie 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?
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GL_ARB_fragment_program
GL_ARB_vertex_program
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GL_ARB_fragment_shader
GL_ARB_vertex_shader
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.
Log file from GLIntercept logs a lot of INVALID_ENUM errors, but the game never crashes.
Obviously not a solution, or even a workaround.
See attachments. Archive contains all logs (OpenRA & GLIntercept). GLIntercept was configured with the 'gliConfig_FullDebug.ini'.
The GL renderer crashes, Cg runs.
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- GL_Logs.zip
- (11.99 KiB) Downloaded 769 times
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- CG_Logs.zip
- (32.92 KiB) Downloaded 890 times