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Orbiter Visualization Project Orbiter external graphics development.

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Old 06-14-2010, 07:37 PM   #76
Izack
Non sequitur
 
Izack's Avatar

Default

glgr.txt says:
Code:
--GPU info:--
Name=Mobile Intel(R) 4 Series Express Chipset Family
Description=Mobile Intel(R) 4 Series Express Chipset Family
AdapterCompatibility=Intel Corporation
AdapterRAM=1804 Mb
VideoModeDescription=1366 x 768 x 4294967296 colors
VideoProcessor=Mobile Intel(R) 4 Series Express Chipset Family
DriverVersion=

--OpenGL info:--
GPU supports OpenGL 1.2
GPU supports OpenGL 1.4
GPU supports OpenGL 2.0
glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gl_comp_sup=1, gl_shm4=0

glGetCompressedTexImageARB=$100224B0
glGetCompressedTexImage=$100224B0

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_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_pixel_buffer_object GL_WIN_swap_hint GL_EXT_framebuffer_object 
Vessel program:
No errors.
No errors.
No errors.
Attached Thumbnails
glgrtest_screenshot.jpg  

Last edited by Izack; 06-14-2010 at 10:22 PM.
Izack is offline   Reply With Quote
Old 06-14-2010, 08:40 PM   #77
Arthur Dent
Absolutely Mental
 
Arthur Dent's Avatar
Default

OGLA works only when I freshly start orbiter_ng. When I quit a scenario and start it again (without restarting orbiter), I get a funny display output (see attached). OGLA log reads the following:

Code:
6/14/2010-10:24:37 PM:[INIT      ]:OGLA v100608 (GLGR)
6/14/2010-10:25:02 PM:[INIT      ]:GPU supports OpenGL 1.2
6/14/2010-10:25:02 PM:[INIT      ]:GPU supports OpenGL 1.4
6/14/2010-10:25:02 PM:[INIT      ]:GPU supports OpenGL 2.0
6/14/2010-10:25:02 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/14/2010-10:25:02 PM:[OGLADBG   ]:OGLA 100608 Debug.
Vessel program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 5:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 6:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 7:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 8:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 9:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/14/2010-10:25:06 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/14/2010-10:25:06 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/14/2010-10:25:07 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/14/2010-10:25:07 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/14/2010-10:25:07 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/14/2010-10:25:08 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/14/2010-10:25:12 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 035003A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/14/2010-10:25:12 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 035003A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/14/2010-10:25:33 PM:[INIT      ]:GPU supports OpenGL 1.2
6/14/2010-10:25:33 PM:[INIT      ]:GPU supports OpenGL 1.4
6/14/2010-10:25:33 PM:[INIT      ]:GPU supports OpenGL 2.0
6/14/2010-10:25:33 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/14/2010-10:25:33 PM:[OGLADBG   ]:OGLA 100608 Debug.
Vessel program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 5:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 6:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 7:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 8:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 9:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/14/2010-10:25:35 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/14/2010-10:25:35 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/14/2010-10:25:35 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/14/2010-10:25:35 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/14/2010-10:25:35 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/14/2010-10:25:35 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/14/2010-10:25:39 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 035003A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/14/2010-10:25:39 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 035003A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/14/2010-10:25:52 PM:[INIT      ]:OGLA v100608 (GLGR)
6/14/2010-10:26:02 PM:[INIT      ]:GPU supports OpenGL 1.2
6/14/2010-10:26:02 PM:[INIT      ]:GPU supports OpenGL 1.4
6/14/2010-10:26:02 PM:[INIT      ]:GPU supports OpenGL 2.0
6/14/2010-10:26:02 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/14/2010-10:26:02 PM:[OGLADBG   ]:OGLA 100608 Debug.
Vessel program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 5:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 6:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 7:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 8:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 9:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/14/2010-10:26:04 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/14/2010-10:26:04 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/14/2010-10:26:04 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/14/2010-10:26:04 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/14/2010-10:26:04 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/14/2010-10:26:04 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/14/2010-10:26:08 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 034F03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/14/2010-10:26:08 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 034F03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/14/2010-10:26:16 PM:[INIT      ]:OGLA v100608 (GLGR)
6/14/2010-10:26:30 PM:[INIT      ]:GPU supports OpenGL 1.2
6/14/2010-10:26:30 PM:[INIT      ]:GPU supports OpenGL 1.4
6/14/2010-10:26:30 PM:[INIT      ]:GPU supports OpenGL 2.0
6/14/2010-10:26:30 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/14/2010-10:26:30 PM:[OGLADBG   ]:OGLA 100608 Debug.
Vessel program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 5:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 6:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 7:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 8:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 9:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/14/2010-10:26:32 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/14/2010-10:26:32 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/14/2010-10:26:33 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/14/2010-10:26:33 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/14/2010-10:26:33 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/14/2010-10:26:33 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/14/2010-10:26:35 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 03BB03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/14/2010-10:26:35 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 03BB03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/14/2010-10:26:47 PM:[INIT      ]:GPU supports OpenGL 1.2
6/14/2010-10:26:47 PM:[INIT      ]:GPU supports OpenGL 1.4
6/14/2010-10:26:47 PM:[INIT      ]:GPU supports OpenGL 2.0
6/14/2010-10:26:47 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/14/2010-10:26:47 PM:[OGLADBG   ]:OGLA 100608 Debug.
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/14/2010-10:26:49 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/14/2010-10:26:49 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/14/2010-10:26:49 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/14/2010-10:26:49 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/14/2010-10:26:49 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/14/2010-10:26:49 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/14/2010-10:26:54 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 03BB03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/14/2010-10:26:54 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 03BB03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/14/2010-10:26:56 PM:[INIT      ]:OGLA v100608 (GLGR)
6/14/2010-10:26:59 PM:[INIT      ]:GPU supports OpenGL 1.2
6/14/2010-10:26:59 PM:[INIT      ]:GPU supports OpenGL 1.4
6/14/2010-10:26:59 PM:[INIT      ]:GPU supports OpenGL 2.0
6/14/2010-10:26:59 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/14/2010-10:26:59 PM:[OGLADBG   ]:OGLA 100608 Debug.
Vessel program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 5:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 6:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 7:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 8:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 9:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/14/2010-10:27:01 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/14/2010-10:27:01 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/14/2010-10:27:01 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/14/2010-10:27:01 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/14/2010-10:27:02 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/14/2010-10:27:02 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/14/2010-10:27:27 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 03BB03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/14/2010-10:27:27 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 03BB03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/14/2010-10:27:40 PM:[INIT      ]:GPU supports OpenGL 1.2
6/14/2010-10:27:40 PM:[INIT      ]:GPU supports OpenGL 1.4
6/14/2010-10:27:40 PM:[INIT      ]:GPU supports OpenGL 2.0
6/14/2010-10:27:40 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/14/2010-10:27:40 PM:[OGLADBG   ]:OGLA 100608 Debug.
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/14/2010-10:27:42 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/14/2010-10:27:42 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/14/2010-10:27:42 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/14/2010-10:27:42 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/14/2010-10:27:42 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/14/2010-10:27:42 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/14/2010-10:27:45 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 03BB03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/14/2010-10:27:45 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 03BB03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/14/2010-10:28:38 PM:[INIT      ]:GPU supports OpenGL 1.2
6/14/2010-10:28:38 PM:[INIT      ]:GPU supports OpenGL 1.4
6/14/2010-10:28:38 PM:[INIT      ]:GPU supports OpenGL 2.0
6/14/2010-10:28:38 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/14/2010-10:28:38 PM:[OGLADBG   ]:OGLA 100608 Debug.
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/14/2010-10:28:39 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/14/2010-10:28:39 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/14/2010-10:28:40 PM:[Graph     ]:Error: Error in proc_smob (i=33)
6/14/2010-10:28:40 PM:[OGLA      ]:Error: Error in oglareupdatevals
6/14/2010-10:28:40 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/14/2010-10:28:40 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/14/2010-10:28:40 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/14/2010-10:28:40 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/14/2010-10:28:40 PM:[Graph     ]:Error: Error in proc_smob (i=33)
6/14/2010-10:28:40 PM:[OGLA      ]:Error: Error in oglareupdatevals
6/14/2010-10:28:40 PM:[Graph     ]:Error: Error in proc_smob (i=33)
6/14/2010-10:28:40 PM:[OGLA      ]:Error: Error in oglareupdatevals
6/14/2010-10:28:40 PM:[Graph     ]:Error: Error in proc_smob (i=33)
6/14/2010-10:28:40 PM:[OGLA      ]:Error: Error in oglareupdatevals
6/14/2010-10:28:40 PM:[Graph     ]:Error: Error in proc_smob (i=33)
6/14/2010-10:28:40 PM:[OGLA      ]:Error: Error in oglareupdatevals
6/14/2010-10:28:40 PM:[Graph     ]:Error: Error in proc_smob (i=33)
6/14/2010-10:28:40 PM:[OGLA      ]:Error: Error in oglareupdatevals
6/14/2010-10:28:40 PM:[Graph     ]:Error: Error in proc_smob (i=33)
6/14/2010-10:28:40 PM:[OGLA      ]:Error: Error in oglareupdatevals
6/14/2010-10:28:40 PM:[Graph     ]:Error: Error in proc_smob (i=33)
6/14/2010-10:28:40 PM:[OGLA      ]:Error: Error in oglareupdatevals
6/14/2010-10:28:40 PM:[Graph     ]:Error: Error in proc_smob (i=33)
6/14/2010-10:28:46 PM:[OGLCTEX   ]:Error: Error in txget
6/14/2010-10:28:54 PM:[INIT      ]:OGLA v100608 (GLGR)
6/14/2010-10:28:57 PM:[INIT      ]:GPU supports OpenGL 1.2
6/14/2010-10:28:57 PM:[INIT      ]:GPU supports OpenGL 1.4
6/14/2010-10:28:57 PM:[INIT      ]:GPU supports OpenGL 2.0
6/14/2010-10:28:57 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/14/2010-10:28:58 PM:[OGLADBG   ]:OGLA 100608 Debug.
Vessel program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 5:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 6:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 7:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 8:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 9:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/14/2010-10:28:59 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/14/2010-10:28:59 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/14/2010-10:29:00 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/14/2010-10:29:00 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/14/2010-10:29:00 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/14/2010-10:29:00 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/14/2010-10:29:09 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 035503A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/14/2010-10:29:09 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 035503A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/14/2010-10:29:17 PM:[INIT      ]:GPU supports OpenGL 1.2
6/14/2010-10:29:17 PM:[INIT      ]:GPU supports OpenGL 1.4
6/14/2010-10:29:17 PM:[INIT      ]:GPU supports OpenGL 2.0
6/14/2010-10:29:17 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/14/2010-10:29:17 PM:[OGLADBG   ]:OGLA 100608 Debug.
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/14/2010-10:29:19 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/14/2010-10:29:19 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/14/2010-10:29:19 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/14/2010-10:29:20 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/14/2010-10:29:20 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/14/2010-10:29:20 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/14/2010-10:34:04 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 035503A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/14/2010-10:34:04 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 035503A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
It's a fresh orbiter 2010 install with only planet&moons, earth hires package and OGLA 100608

I run a Core2Duo E6600@2,4 GHz, 4GB RAM, ATI Radeon HD5770, Windows 7 64 Bit
Attached Thumbnails
ogla_error_1.jpg  

Last edited by Arthur Dent; 06-14-2010 at 08:43 PM.
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Old 06-15-2010, 02:49 AM   #78
Artlav
Aperiodic traveller
 
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Quote:
Originally Posted by mc_ View Post
 текстуры при взгляде с орбиты просто ужасны, при том, что скачал и поставил L14
Текстуры выше Lv8 реализованы только вместе с ландшафтом, так что верно.

Прочее - известные или непонятные баги.

Quote:
Originally Posted by Izack View Post
 glgr.txt says:
Hm. No luck yet.

Quote:
Originally Posted by Arthur Dent View Post
 OGLA works only when I freshly start orbiter_ng. When I quit a scenario and start it again (without restarting orbiter), I get a funny display output (see attached)
As was said several times, OLGA is fundamentally incompatible with "deallocate and restart" Orbiter shutdown mode.
Either set it to respawn process or close Orbiter manually each time.
Not much i can do to fix it so far.
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Old 06-15-2010, 08:03 AM   #79
Arthur Dent
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Quote:
Originally Posted by Artlav View Post
 As was said several times, OLGA is fundamentally incompatible with "deallocate and restart" Orbiter shutdown mode.
Either set it to respawn process or close Orbiter manually each time.
Not much i can do to fix it so far.
Ah, that's what "-Support for deallocation shutdown mode" means. Thanks!
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Old 06-15-2010, 11:07 AM   #80
orb
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Quote:
Originally Posted by Arthur Dent View Post
 Ah, that's what "-Support for deallocation shutdown mode" means. Thanks!
"De-allocate memory and display launchpad dialog" neither calls ExitModule at the end of simulation, nor unloads modules, like it was in Orbiter 2006, and only deallocates memory and objects registered by Orbiter, so module's global or static variables, or objects aren't reset automatically, and this may cause problems for some modules, that depend on the automatic reset on reloading, or calling ExitModule/InitModule every time the simulation is ended, when you use this option.
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Old 06-15-2010, 10:33 PM   #81
Arthur Dent
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Orbiter_NG crashes when I use a custom vessel (spacecraft3.dll based) on earth with custom texture. Works fine with OGLA cube scenario and custom planet texture

Code:
6/16/2010-12:33:18 AM:[INIT      ]:OGLA v100608 (GLGR)
6/16/2010-12:33:26 AM:[INIT      ]:GPU supports OpenGL 1.2
6/16/2010-12:33:26 AM:[INIT      ]:GPU supports OpenGL 1.4
6/16/2010-12:33:26 AM:[INIT      ]:GPU supports OpenGL 2.0
6/16/2010-12:33:26 AM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=1
6/16/2010-12:33:26 AM:[OGLADBG   ]:OGLA 100608 Debug.
Vessel program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Vessel program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 1:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 2:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 3:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 4:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 5:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 6:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 7:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 8:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Planet program 9:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
 
6/16/2010-12:33:28 AM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/16/2010-12:33:28 AM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/16/2010-12:33:28 AM:[PLNT      ]:Loading Textures/Earth.tex OK
6/16/2010-12:33:28 AM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/16/2010-12:33:28 AM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/16/2010-12:33:28 AM:[PLNT      ]:Loading Textures/Moon.tex OK
6/16/2010-12:33:28 AM:[PLNT      ]:Released Earth.tex 
6/16/2010-12:33:28 AM:[PLNT      ]:Released Earth_cloud.tex 
6/16/2010-12:33:28 AM:[PLNT      ]:Released Earth_lmask.tex 
6/16/2010-12:33:28 AM:[PLNT      ]:Released Moon.tex 
6/16/2010-12:33:28 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
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Old 06-16-2010, 04:39 PM   #82
jedidia
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Quote:
As was said several times, OLGA is fundamentally incompatible with "deallocate and restart" Orbiter shutdown mode.
err... does that include a scenario reload??
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Old 06-17-2010, 08:00 AM   #83
helio2
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Hello there, i am making my own planet and i have everything set except 1 last very important thing. I dont know how to make it use my custom heightmap.

How do i assign a height-map to my planet so that it will show up in the terrain?
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Old 06-17-2010, 11:16 AM   #84
Artlav
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Quote:
Originally Posted by Arthur Dent View Post
 Orbiter_NG crashes when I use a custom vessel (spacecraft3.dll based) on earth with custom texture. Works fine with OGLA cube scenario and custom planet texture
Code:
6/16/2010-12:33:29 AM:[Graph     ]:Error: Error in Renderplanets (i=31)
Are you sure it's the vessel that causes the problems?
The log only says something about planet rendering problems.
SC3 should be supported as far as i know.

Quote:
Originally Posted by jedidia View Post
 err... does that include a scenario reload??
This IS the scenario reload (or what do you mean by that?)

Quote:
Originally Posted by helio2 View Post
 Hello there, i am making my own planet and i have everything set except 1 last very important thing. I dont know how to make it use my custom heightmap.

How do i assign a height-map to my planet so that it will show up in the terrain?
Hm, the manual is in the Orulex distribution.
Basically, you need to have it in one of the described formats then add it into heightmaps directory or define in config/terrain cfg file.

What exactly does your heightmap look like (format)?
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Old 06-17-2010, 12:03 PM   #85
jedidia
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Quote:
This IS the scenario reload (or what do you mean by that?)
I mean the call that MSSS uses (and that Orbiter Galaxy will use) to load a new scenario directly from within Orbiter. It would be quite a bummer if it wouldn't be compatible with OGLA...
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Old 06-17-2010, 12:35 PM   #86
helio2
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Quote:
Originally Posted by Artlav View Post
 
Hm, the manual is in the Orulex distribution.
Basically, you need to have it in one of the described formats then add it into heightmaps directory or define in config/terrain cfg file.

What exactly does your heightmap look like (format)?
I have it in .dds format but i can convert it to anything. I tried looking for the manual but all i found was "ogla-doc-100608.pdf" and that just gives basic info on what the settings do. It does not mention anything about custom terrain or anything like that.
If you can shed some more light on the subject.

Also, I'm on a laptop that does not have a numerical pad. Does anyone know how i can customize my keyboard controls for the thrusters?
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Old 06-17-2010, 12:46 PM   #87
eveningsky339
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Quote:
Originally Posted by helio2 View Post
 Also, I'm on a laptop that does not have a numerical pad. Does anyone know how i can customize my keyboard controls for the thrusters?
For future reference it is best to start your own thread for a separate problem such as this.

Here is ar81's Keybinder Wizard on OH:

Keybinder Wizard 1.0


I also run Orbiter on a laptop without a numerical pad, but I solved the problem by purchasing a USB keypad for a cheap price.
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Old 06-17-2010, 03:12 PM   #88
mc_
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Quote:
Originally Posted by Artlav View Post
 Текстуры выше Lv8 реализованы только вместе с ландшафтом, так что верно.
То есть ставить текстуры вообще не имело смысла, ибо нафига козе баян тогда?
И есть ли какой-то способ подправить тени?
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Old 06-18-2010, 02:26 PM   #89
Linguofreak
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I have managed to get OGLAClient and Orbiter working *almost flawlessly* under Wine!!! More info here: http://orbiter-forum.com/showthread....099#post181099
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Old 06-20-2010, 11:33 AM   #90
Hayab
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No Chance to start Ogla with Terrain Option is enabled.

Code:
2010-06-17-20:59:28:[INIT      ]:OGLA v100608 (GLGR)
2010-06-17-20:59:40:[INIT      ]:GPU supports OpenGL 1.2
2010-06-17-20:59:40:[INIT      ]:GPU supports OpenGL 1.4
2010-06-17-20:59:40:[INIT      ]:GPU supports OpenGL 2.0
2010-06-17-20:59:40:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
2010-06-17-20:59:40:[OGLADBG   ]:OGLA 100608 Debug.
Vessel program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 
.....
.....
.....
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 

Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.
Fragment shader(s) linked, vertex shader(s) linked. 

2010-06-20-13:23:48:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
2010-06-20-13:23:48:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
2010-06-20-13:23:52:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:52:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
2010-06-20-13:23:52:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
2010-06-20-13:23:52:[PLNT      ]:Loading Textures/Moon.tex OK
2010-06-20-13:23:52:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:52:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:52:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:52:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
2010-06-20-13:23:53:[ORBGL     ]:Error: Error in updoplanet_grnd
I suppose, the Problem is the new ATI Driver 10.6 (OpenGL 4.0) for my HD5870. With 10.4 and old OpenGL3 is Terraingeneration correct, but the Raytraced Atmosphere not.
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