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Orbiter Visualization Project Orbiter external graphics development.

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Old 06-20-2010, 02:57 PM   #91
n72.75
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This what I get when i run Orbiter 2010 with OGLAClient 100608 installed and no other addons. NOTE: no settings have been changed, OGLA is run: as-is, out of the box: (see attachment)

When I run OGLA with all settings disabled I get the following error: (see attachment)

ogla.log:

Code:
6/20/2010-10:37:07 AM:[INIT      ]:OGLA v100608 (GLGR)
6/20/2010-10:37:27 AM:[INIT      ]:OGLA v100608 (GLGR)
6/20/2010-10:38:33 AM:[INIT      ]:GPU supports OpenGL 1.2
6/20/2010-10:38:33 AM:[INIT      ]:GPU supports OpenGL 1.4
6/20/2010-10:38:33 AM:[INIT      ]:GPU supports OpenGL 2.0
6/20/2010-10:38:33 AM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
6/20/2010-10:38:33 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. 
 
6/20/2010-10:38:36 AM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/20/2010-10:38:36 AM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/20/2010-10:38:37 AM:[PLNT      ]:Loading Textures/Earth.tex OK
6/20/2010-10:38:37 AM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/20/2010-10:38:37 AM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/20/2010-10:38:37 AM:[PLNT      ]:Loading Textures/Moon.tex OK
6/20/2010-10:39:00 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 030F03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/20/2010-10:39:00 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 030F03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/20/2010-10:39:11 AM:[INIT      ]:GPU supports OpenGL 1.2
6/20/2010-10:39:11 AM:[INIT      ]:GPU supports OpenGL 1.4
6/20/2010-10:39:11 AM:[INIT      ]:GPU supports OpenGL 2.0
6/20/2010-10:39:11 AM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
6/20/2010-10:39:11 AM:[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. 
 
6/20/2010-10:39:13 AM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/20/2010-10:39:13 AM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/20/2010-10:39:14 AM:[PLNT      ]:Loading Textures/Earth.tex OK
6/20/2010-10:39:14 AM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/20/2010-10:39:14 AM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/20/2010-10:39:14 AM:[PLNT      ]:Loading Textures/Moon.tex OK
6/20/2010-10:39:41 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 030F03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/20/2010-10:39:41 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 030F03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/20/2010-10:40:13 AM:[INIT      ]:OGLA v100608 (GLGR)
6/20/2010-10:41:06 AM:[INIT      ]:GPU supports OpenGL 1.2
6/20/2010-10:41:06 AM:[INIT      ]:GPU supports OpenGL 1.4
6/20/2010-10:41:07 AM:[INIT      ]:GPU supports OpenGL 2.0
6/20/2010-10:41:07 AM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
6/20/2010-10:41:07 AM:[RNDR      ]:Warning: Raytraced haze requested, but no tables found. Run scatter_gen.exe.
6/20/2010-10:41:07 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. 
 
Vessel 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. 
 
Vessel 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. 
 
Vessel 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 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. 
 
Planet program 10:
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 11:
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 12:
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 13:
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 14:
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 15:
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. 
 
6/20/2010-10:41:10 AM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/20/2010-10:41:10 AM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/20/2010-10:41:11 AM:[PLNT      ]:Loading Textures/Earth.tex OK
6/20/2010-10:41:11 AM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/20/2010-10:41:11 AM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/20/2010-10:41:11 AM:[PLNT      ]:Loading Textures/Moon.tex OK
6/20/2010-10:41:32 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/20/2010-10:41:32 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/20/2010-10:41:38 AM:[INIT      ]:GPU supports OpenGL 1.2
6/20/2010-10:41:38 AM:[INIT      ]:GPU supports OpenGL 1.4
6/20/2010-10:41:38 AM:[INIT      ]:GPU supports OpenGL 2.0
6/20/2010-10:41:38 AM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
6/20/2010-10:41:38 AM:[RNDR      ]:Warning: Raytraced haze requested, but no tables found. Run scatter_gen.exe.
6/20/2010-10:41:38 AM:[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. 
 
6/20/2010-10:41:40 AM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/20/2010-10:41:40 AM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/20/2010-10:41:41 AM:[PLNT      ]:Loading Textures/Earth.tex OK
6/20/2010-10:41:41 AM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/20/2010-10:41:41 AM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/20/2010-10:41:41 AM:[PLNT      ]:Loading Textures/Moon.tex OK
6/20/2010-10:41:59 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/20/2010-10:41:59 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/20/2010-10:42:04 AM:[INIT      ]:GPU supports OpenGL 1.2
6/20/2010-10:42:04 AM:[INIT      ]:GPU supports OpenGL 1.4
6/20/2010-10:42:04 AM:[INIT      ]:GPU supports OpenGL 2.0
6/20/2010-10:42:04 AM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
6/20/2010-10:42:04 AM:[RNDR      ]:Warning: Raytraced haze requested, but no tables found. Run scatter_gen.exe.
6/20/2010-10:42:04 AM:[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. 
 
6/20/2010-10:42:07 AM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/20/2010-10:42:07 AM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/20/2010-10:42:08 AM:[PLNT      ]:Loading Textures/Earth.tex OK
6/20/2010-10:42:08 AM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/20/2010-10:42:08 AM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/20/2010-10:42:09 AM:[PLNT      ]:Loading Textures/Moon.tex OK
6/20/2010-10:42:44 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/20/2010-10:42:44 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/20/2010-10:42:44 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/20/2010-10:42:44 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/20/2010-10:42:44 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/20/2010-10:42:44 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/20/2010-10:42:44 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/20/2010-10:42:44 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 02EE03A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
6/20/2010-10:43:29 AM:[INIT      ]:GPU supports OpenGL 1.2
6/20/2010-10:43:29 AM:[INIT      ]:GPU supports OpenGL 1.4
6/20/2010-10:43:29 AM:[INIT      ]:GPU supports OpenGL 2.0
6/20/2010-10:43:29 AM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
6/20/2010-10:43:29 AM:[RNDR      ]:Warning: Raytraced haze requested, but no tables found. Run scatter_gen.exe.
6/20/2010-10:43:30 AM:[OGLADBG   ]:OGLA 100608 Debug.
6/20/2010-10:43:31 AM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/20/2010-10:43:31 AM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/20/2010-10:43:32 AM:[Graph     ]:Error: Error in proc_smob (i=33)
6/20/2010-10:43:32 AM:[OGLA      ]:Error: Error in oglareupdatevals
6/20/2010-10:43:32 AM:[PLNT      ]:Loading Textures/Earth.tex OK
6/20/2010-10:43:32 AM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/20/2010-10:43:33 AM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/20/2010-10:43:33 AM:[PLNT      ]:Loading Textures/Moon.tex OK
6/20/2010-10:43:33 AM:[Graph     ]:Error: Error in proc_smob (i=33)
6/20/2010-10:43:33 AM:[OGLA      ]:Error: Error in oglareupdatevals
6/20/2010-10:43:33 AM:[Graph     ]:Error: Error in proc_smob (i=33)
6/20/2010-10:43:33 AM:[OGLA      ]:Error: Error in oglareupdatevals
6/20/2010-10:43:33 AM:[Graph     ]:Error: Error in proc_smob (i=33)
6/20/2010-10:43:33 AM:[OGLA      ]:Error: Error in oglareupdatevals
6/20/2010-10:43:33 AM:[Graph     ]:Error: Error in proc_smob (i=33)

Lots of access violations; segmentation fault?
Attached Thumbnails
oglaerror0001.jpg   oglaerror0002.jpg  
n72.75 is offline   Reply With Quote
Old 06-20-2010, 04:38 PM   #92
cinder1992
Random failhurricane.
 
cinder1992's Avatar

Default

just testing OGLA in Wine, I'll post the results later...

---------- Post added at 05:38 PM ---------- Previous post was at 05:16 PM ----------

oooh yeah. It works, and the usual Wine-Framerate-kill isn't present due to openGL. the first time around, it crashed deader than tank-tops (probably because I have an OLD card and used then high shadows). after re-configureing, I got it to run and hey, what's that? A big grey ball floating through space, that's what it is. the model textures don't work, the shadows sorta work (framerate killer), and everything else works a lovely beauty.

Orbiter.log:
Code:
**** Orbiter.log
Build Jun  6 2010 [v.100606]
Timer precision: 8.38095e-007 sec
Found 2 joystick(s)
Module DGConfigurator.dll .... [Build 100606, API 100606]
Module AtlantisConfig.dll .... [Build 100606, API 100606]
Module AtmConfig.dll ......... [Build 100606, API 100606]
Module transx.dll ............ [Build 100528, API 100527]
Module TrackIR.dll ........... [Build 091120, API 091120]
TrackIR module not found.
Module ScriptMFD.dll ......... [Build 100606, API 100606]
Module ScnEditor.dll ......... [Build 100606, API 100606]
Module Rcontrol.dll .......... [Build 100606, API 100606]
Module OGLAClient.dll ........ [Build 100607, API 100606]
OGLAClient: Using OpenGL Device
Module Meshdebug.dll ......... [Build 100606, API 100606]
Module LuaMFD.dll ............ [Build 100606, API 100606]
Module LuaConsole.dll ........ [Build 100606, API 100606]
Module Framerate.dll ......... [Build 100606, API 100606]
Module FlightData.dll ........ [Build 100606, API 100606]

**** Creating simulation session
OGLAClient: 3D environment ok
OGLAClient: Viewport: Window 1434 x 875 x 0
Joystick throttle: Z-AXIS
Joystick throttle control detected
Module Sun.dll ............... [Build 100215, API 100212]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100215, API 100212]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100215, API 100212]
Module VenusAtm2006.dll ...... [Build 100606, API 100606]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100215, API 100212]
Module EarthAtmJ71G.dll ...... [Build 100606, API 100606]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100217, API 100215]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100215, API 100212]
Module MarsAtm2006.dll ....... [Build 100606, API 100606]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100215, API 100212]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100215, API 100212]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100215, API 100212]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100215, API 100212]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module testcube.dll .......... [Build 100607, API 100606]
Module DeltaGlider.dll ....... [Build 100607, API 100606]
Module LuaInline.dll ......... [Build 100606, API 100606]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
**** Closing simulation session
OGLA.log:
Code:
6/20/2010-6:17:10 PM:[INIT      ]:OGLA v100608 (GLGR)
6/20/2010-6:18:14 PM:[INIT      ]:GPU supports OpenGL 1.2
6/20/2010-6:18:14 PM:[INIT      ]:GPU supports OpenGL 1.4
6/20/2010-6:18:14 PM:[INIT      ]:GPU supports OpenGL 2.0
6/20/2010-6:18:14 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
6/20/2010-6:18:14 PM:[OGLADBG   ]:OGLA 100608 Debug.
6/20/2010-6:18:22 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/20/2010-6:18:22 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/20/2010-6:18:25 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/20/2010-6:18:25 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/20/2010-6:18:25 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/20/2010-6:18:25 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/20/2010-6:18:40 PM:[OGLTEX    ]:Error: (oglc_blit) Access violation at address 7DC683E9. Read of address 00000000 (hc=0)
6/20/2010-6:23:20 PM:[INIT      ]:OGLA v100608 (GLGR)
6/20/2010-6:23:50 PM:[INIT      ]:GPU supports OpenGL 1.2
6/20/2010-6:23:50 PM:[INIT      ]:GPU supports OpenGL 1.4
6/20/2010-6:23:50 PM:[INIT      ]:GPU supports OpenGL 2.0
6/20/2010-6:23:50 PM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
6/20/2010-6:23:50 PM:[OGLADBG   ]:OGLA 100608 Debug.
6/20/2010-6:23:54 PM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
6/20/2010-6:23:54 PM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
6/20/2010-6:23:55 PM:[PLNT      ]:Loading Textures/Earth.tex OK
6/20/2010-6:23:55 PM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
6/20/2010-6:23:55 PM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
6/20/2010-6:23:55 PM:[PLNT      ]:Loading Textures/Moon.tex OK
6/20/2010-6:25:22 PM:[RNDR      ]:Warning: Raytraced haze requested, but no tables found. Run scatter_gen.exe.
6/20/2010-6:25:46 PM:[getheihmap]:Notice: File "heightmaps\Earth-lv12-870-188-21-15.hei" not found or not loadable.
6/20/2010-6:25:46 PM:[getheihmap]:Notice: File "heightmaps\earth-lv13-429-340-9-8.hei" not found or not loadable.
6/20/2010-6:25:46 PM:[getcmap   ]:Notice: File "textures\Earth-lv13-483-104-11-9.bmp" not found or not loadable.
6/20/2010-6:25:46 PM:[getcmap   ]:Notice: File "textures\earth-lv8-119-94-3-3.bmp" not found or not loadable.
6/20/2010-6:26:22 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 012003A1 in module 'ogla.dll'. Write of address 00000001 (hc=0)
6/20/2010-6:26:22 PM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 012003A1 in module 'ogla.dll'. Write of address 00000002 (hc=0)
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Old 06-21-2010, 05:29 AM   #93
helio2
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Quote:
Originally Posted by eveningsky339 View Post
 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.

Okay thank you.

The download link in the site you posted did not work, but i was able to find out where the key bindings were stored reading the description of the file.

Now if someone could tell me where the heightmaps are stored for the terrain, or how i can assign custom height maps to my planet, that would be great!
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Old 06-21-2010, 08:47 AM   #94
fort
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helio2,

There for your first question :

http://orbides.1gb.ru/orulex.php

For the second one, i've read something about that on the forum two or three days ago.
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Old 06-27-2010, 11:54 AM   #95
helio2
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I downloaded a sample .hei heightmap but not sure how to implement it.

Any word on applying height maps?
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Old 06-28-2010, 02:26 PM   #96
Goth
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Hi, I'm new to OGLA, so sorry if this is known stuff.
I can't see high level texture in OGLA.
"Max res. level" is set to 14 and I have textures in Textures2 folder, but only low level textures appear.
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Old 07-02-2010, 04:27 AM   #97
Eccentrus
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lol, I got orbiter in lines3D :D seriously, the textures are all missing, just lines forming the all familiar meshes and a mindblowingly slow FPS of 2
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Old 07-02-2010, 08:07 AM   #98
Richy
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Sure, you haven't activated wireframe-mode acidentally in the video options?
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Old 07-02-2010, 11:12 AM   #99
Eccentrus
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I don't know, I will try it again tonight, and tell you the result which would be in another hour or so, and yes, I was massively, insanley checking all the boxes in the option mode
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Old 07-02-2010, 06:48 PM   #100
Artlav
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Quote:
Originally Posted by Goth View Post
 Hi, I'm new to OGLA, so sorry if this is known stuff.
I can't see high level texture in OGLA.
"Max res. level" is set to 14 and I have textures in Textures2 folder, but only low level textures appear.
That is a known drawback -textures above Lv8 only work with terrain mode on for the moment.

Quote:
Originally Posted by Eccentrus View Post
 lol, I got orbiter in lines3D :D seriously, the textures are all missing, just lines forming the all familiar meshes and a mindblowingly slow FPS of 2
A screenshot would be nice to see along with system specs, but help is unlikely in difficult cases within next month.


Quote:
Originally Posted by Many others who posted problems
 ...Detailed logs...
I didn't forget about you, just far away from development, can't solve in most cases, will fix over time.
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Old 07-05-2010, 12:33 AM   #101
Disconnect
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All settings enabled, exept stereo, terrain multilight, multilight. Using raytraced atmosphere
http://dl.dropbox.com/u/5862163/orbug0.png

Multilight off, with same settings, after rotating the camera for random directions:
http://dl.dropbox.com/u/5862163/orbug1.png
atmosphere only appears with standard render

radeon hd 3870 catalyst 10.6
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Old 07-05-2010, 02:33 AM   #102
n72.75
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Quote:
Originally Posted by Disconnect View Post
 All settings enabled, exept stereo, terrain multilight, multilight. Using raytraced atmosphere
http://dl.dropbox.com/u/5862163/orbug0.png

Multilight off, with same settings, after rotating the camera for random directions:
http://dl.dropbox.com/u/5862163/orbug1.png
atmosphere only appears with standard render

radeon hd 3870 catalyst 10.6

Does everyone with a 3870 have this problem, because I get the same results?

Artlav: It might be prudent to start several poles in order to determine what bugs are related to what hardware.
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Old 07-09-2010, 02:03 PM   #103
Eccentrus
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Artlav: so it was the configuration thingy to make all things to lines, i unchecked it and it is fine now :D
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Old 07-09-2010, 03:13 PM   #104
Columbia42
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Artlav, I have a suggestion for a new feature in a future version of OGLA. I posted it in the Orbiter 2010 forum as a new feature request here: http://orbiter-forum.com/project.php?issueid=484 however seeing as OGLA supports multiple light sources, it would be great to implement this in OGLA. I think it would greatly add to the realism of Orbiter.
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Old 07-09-2010, 03:44 PM   #105
Izack
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Quote:
Originally Posted by Columbia42 View Post
 Artlav, I have a suggestion for a new feature in a future version of OGLA. I posted it in the Orbiter 2010 forum as a new feature request here: http://orbiter-forum.com/project.php?issueid=484 however seeing as OGLA supports multiple light sources, it would be great to implement this in OGLA. I think it would greatly add to the realism of Orbiter.
There's already Earthlight, which is sort of what you mean.
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