New Release OGLAClient 100608 (Second Tuesday edition)

Grawp

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It's quite funny that the cube test work for me only under wine. In WinXP the main texture of the cube is not visible (transparent). Yeah.. I have the most recent directcrap a nvidia drivers (7600GT).
I'll make some screenshots from win. But here is one from wine:
attachment.php

It's only orbiter base, DGIV and OGLA. There is some problem with DG textures... they're white for unknown reason both in win and wine. And there is slight fps drop in cockpit in wine.
 

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Columbia42

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Ogla seems to be working alright-ish for me except for the MFDs; they just display gibberish. In VC mode some MFDs are fine but not all of them. Turning on GDI Emulation doesn't fix the problem.
 

cinder1992

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Just as a word of warning, OGLA will NOT work with an ATI Radeon 9600. it seems that all the 10xxxx versions are incompatible, witch isn't a surprise, as the 9600 is an OLD card.

(yes Artlav, I even turned off GDI emulation, It crashes the moment the start-up screen pops up.)
 

Artlav

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сейчас словил вылет на вроде как пропатченой версии XR2.
ogla.log набит сообщениями вида
Code:
09.06.2010-18:45:52:[OGLCTEX   ]:Error: Error in txget
При этом посттоянно вылезал рандомный глюк с приборными панелями - они выглядели как черные прямоугольники, поверх которых нарисованы МФД и кнопки. При многократном переключении между панелями (главная/низ/оверхед) глюк пропадал, но кончилось это дело вылетом.
Ну да, это что-то от GDI вроде, не всегда удаётся взять поверхность.
Про txget - возможно ли точно поймать момент, когда они появляются?
Должно накопиться в сумме 20 ошибок прежде чем будет произведён вылет.

Code:
09.06.2010-18:35:13:[getheihmap]:Notice: File "heightmaps\Earth-lv12-870-188-21-15.hei" not found or not loadable.
Это нормально, какой-то рудимент от орулекса. Тех древних текстур нет, и об их отсутствии сообщается. Все почему-то воспринимают это как какую-то ошибку, хотя я несколько раз менял формулировку.

When Earthlight is on, vessels glow ambiently in daylight, and are pitch black at night. When it is off, all objects that you didn't texture (IE default Orbiter objects and the parts of the deltaglider without flames) are pitch-black no matter what.
Ok, could you run this:
http://orbides.1gb.ru/orbf/glgr_test.zip
And post the glgr.txt along with the screenshot it generates?

There is some problem with DG textures... they're white for unknown reason both in win and wine. And there is slight fps drop in cockpit in wine.
As the manual says, DGIV does not support OGLA (or vice-versa).

Just as a word of warning, OGLA will NOT work with an ATI Radeon 9600. it seems that all the 10xxxx versions are incompatible, witch isn't a surprise, as the 9600 is an OLD card.
(yes Artlav, I even turned off GDI emulation, It crashes the moment the start-up screen pops up.)
If you want me to fix that, please provide ogla.log from the crash, and run this thing:
http://orbides.1gb.ru/orbf/glgr_test.zip
Posting the glgr.txt please.
OGLA works under a bare-bones OpenGL software renderer i made for my OS, so some old GPU must be at least basically supported.
 

computerex

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No issues, I thought you might find the test output useful.
 

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Mojave

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Just as a word of warning, OGLA will NOT work with an ATI Radeon 9600. it seems that all the 10xxxx versions are incompatible, witch isn't a surprise, as the 9600 is an OLD card.

(yes Artlav, I even turned off GDI emulation, It crashes the moment the start-up screen pops up.)

:censored: that's just great, I think that is the card I use. Why is it always that way. Why couldn't it be a different card.
 

Xyon

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I sincerely doubt it's that card in particular. The 9600 is an exceptionally old card - I think I bought one as scrap stock back in 2003. Barring an upgrade, there isn't much you're going to be able to do about it, and most cards that old will have serious trouble with the OGLA client.
 

Mojave

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That's a rather good card, and most features needed for full advanced graphics seems supported. What exactly is the wrong and bad things you see?
Any screenshots?
What is there in ogla.log?


Hold on, while I go and take some shots.
 

Artlav

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Those are some screenshots I took at minimal settings.
ogla.log?
Check installation.
Make sure Stereo mode is off in settings (F7-A).
Make sure second camera is off.
Make sure you set the screen resolution properly (like in regular Orbiter).

I only see one screenshot.
 

mc_

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Фикс поглючен

Ну да, это что-то от GDI вроде, не всегда удаётся взять поверхность.
Про txget - возможно ли точно поймать момент, когда они появляются?
Должно накопиться в сумме 20 ошибок прежде чем будет произведён вылет.

При переключении 2D-панелей на новом XR2 (вроде как пропатченом под Орбитер 2010), причем не всегда. Если глюк появился, можно несколько раз переключить панели туда-сюда, и он пропадет.

Кстати, еще глюки:
  • нет теней. Вообще. Ни на каких настройках.
  • Демка с кубиком глючит (пятна света на боковых гранях, тут уже выкладвали скрин)
  • текстуры при взгляде с орбиты просто ужасны, при том, что скачал и поставил L14
  • У UMMU при виде от первого лица все время опущен светофильтр (при том, что он ясно виден поднятым).
 
Last edited:

fort

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It works, more or less well, on my computer, but that works. By the fact, I discover OGLA 2010, and I have to proceed to some essays and to complete my different readings concerning OGLA (that I had nevertheless tested in the past a year or more ago). In addition, my card, an old and pseudo ATI (pseudo: a sold one of license or a concession if I well understood at the moment I tried some years ago to know what I had just obtained), my card continues to astonish me as for its performances, comparatively to its capacities, and for the price that I had paid it, a bargain (can be about twenty Euros). But I believe that I had found a good pilots for it.

--GPU info:--
Name=RADEON 7500 Series (Omega 3.8.252)
Description=RADEON 7500 Series (Omega 3.8.252)
AdapterCompatibility=ATI Technologies Inc. (Omega 3.8.252)
AdapterRAM=64 Mb
VideoModeDescription=1024 x 768 x 4294967296 couleurs
VideoProcessor=RADEON 7500 Series AGP (0x5157)
DriverVersion=6.14.10.6614

--OpenGL info:--
GPU supports OpenGL 1.2
GPU does not support OpenGL 1.4 (No MFDs and panels)
GPU supports OpenGL 2.0
glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gl_comp_sup=1, gl_shm4=0

glGetCompressedTexImageARB=$04EB2A70
glGetCompressedTexImage=$04EB2A70

Extensions:
GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_occlusion_query GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_ATI_map_object_buffer GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_EXT_abgr GL_EXT_bgra GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_HP_occlusion_test GL_NV_blend_square GL_NV_occlusion_query GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
Vessel program:

I had some boredoms with that:

"Make turn sour you set the screen resolution properly (like in regular Orbiter)."...

...But it is correct now, for the launch, at less (...for sure, without MFD. ..it risks to be a little short...:)).

Thank you Artlav

I will continue to read what is said here.
 

Izack

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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.
 

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Last edited:

Arthur Dent

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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
 

Attachments

  • ogla_error_1.jpg
    ogla_error_1.jpg
    99.4 KB · Views: 56
Last edited:

Artlav

Aperiodic traveller
Addon Developer
Beta Tester
Joined
Jan 7, 2008
Messages
5,790
Reaction score
780
Points
203
Location
Earth
Website
orbides.org
Preferred Pronouns
she/her
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.

glgr.txt says:
Hm. No luck yet.

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.
 

Arthur Dent

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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!
 

orb

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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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