doesn't work here
win7 32bit , mobility radeon x1300 (which is opengl2 compatible)
error.jpg
doesn't work here
win7 32bit , mobility radeon x1300 (which is opengl2 compatible)
error.jpg
Too bad. Could you post the logfile from %appdata%\trugbild? An AV at address zero usually means that the render context could not be created, so maybe it's a driver problem.
here is
10/09/2013 10:23:26 : Starting virtual file system
10/09/2013 10:23:26 : Initializing Renderer
10/09/2013 10:23:29 : Rendercontext created
10/09/2013 10:23:30 : Creating frame buffer objects
10/09/2013 10:23:30 : Could not setup renderer!Zugriffsverletzung bei Adresse 00000000. Lesen von Adresse 00000000 : Zugriffsverletzung bei Adresse 00000000. Lesen von Adresse 00000000
10/09/2013 10:23:33 : Renderer created
10/09/2013 10:23:33 : Could not create all game objects!Zugriffsverletzung bei Adresse 00000000. Lesen von Adresse 00000000 : Zugriffsverletzung bei Adresse 00000000. Lesen von Adresse 00000000
10/09/2013 10:23:34 : All game objects released
on two monitors window is at desktop center. which gives it somewhat schizophrenic twist
Looks like the game could not create the frame buffer object. Does your graphics card (and the drivers) support frame buffer objects? If you get the time, could you please use my glCapsViewer and upload a report for your graphics card? That would help me locate the problem.
Yeah, I've been playing around with the FOV, and extremly wide FOVs with lots of sway create a somehwat insane look. And just for fun I added wild shaking to the screen depending on player stresslevel for internal testing, and that made the game look even more insane. But I won't add that for the final release
And I'd love to see the game on a surround setup with 3 monitors. That would be sick...
Last edited by Sascha Willems; 11-09-2013 at 05:22 PM.
thanks , i've uplode the report
Thanks for the report. It seems that your card supports framebuffers (through EXT though, and not ARB) and that it supports the texture size I'm using. So I don't really know why it crashes, but since the X1300 is based on a very old design, and several features to make it support OpenGL 2.0 are software based, I don't think I'll support it. Even if I get the FBOs to work, I noticed that it only supports version 1.10 of the shading language, but some of my shaders need at least 1.20.
But maybe I'll see what I can do about this after the contest is over, there's still lots of content to be done for the game, so time is ticking
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