New Release OGLAClient 100608 (Second Tuesday edition)

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)
 

jedidia

shoemaker without legs
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As was said several times, OLGA is fundamentally incompatible with "deallocate and restart" Orbiter shutdown mode.

err... does that include a scenario reload??
 

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?
 

Artlav

Aperiodic traveller
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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:
6/16/2010-12:33:29 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.

err... does that include a scenario reload??
This IS the scenario reload (or what do you mean by that?)

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)?
 

jedidia

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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... :(
 

helio2

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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?
 

eveningsky339

Resident Orbiter Slave
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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:

[ame="http://orbithangar.com/searchid.php?ID=2848"]Keybinder Wizard 1.0[/ame]

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. :)
 

mc_

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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?
 

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.
 

n72.75

Move slow and try not to break too much.
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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?
 

Attachments

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cinder1992

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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)
 

helio2

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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!
 

helio2

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I downloaded a sample .hei heightmap but not sure how to implement it.

Any word on applying height maps?
 

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.
 

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 :idk:
 

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 :shifty:
 

Artlav

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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.
That is a known drawback -textures above Lv8 only work with terrain mode on for the moment.

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 :idk:
A screenshot would be nice to see along with system specs, but help is unlikely in difficult cases within next month.


Many others who posted problems said:
...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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