Since the patch [1] every time I run any larger app I get this in wine output:
| fixme:opengl:X11DRV_setup_opengl_visual Failed to find a suitable visual
Does this mean some misconfiguration on my box? How can it be described in simpler words?
--- Saulius Krasuckas saulius2@ar.fi.lt wrote:
Since the patch [1] every time I run any larger app I get this in wine output:
| fixme:opengl:X11DRV_setup_opengl_visual Failed to find a suitable visual
You may have been having the failure before, but it was silent prior to the patch. What does glxinfo report?
Does this mean some misconfiguration on my box? How can it be described in simpler words?
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* On Sat, 16 Jul 2005, Oliver Stieber wrote:
--- Saulius Krasuckas saulius2@ar.fi.lt wrote:
| fixme:opengl:X11DRV_setup_opengl_visual Failed to find a suitable visual
You may have been having the failure before, but it was silent prior to the patch. What does glxinfo report?
Here goes the output:
name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: NVIDIA Corporation server glx version string: 1.3 server glx extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control client glx vendor string: NVIDIA Corporation client glx version string: 1.3 client glx extensions: GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_swap_control, GLX_NV_float_buffer GLX extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, GLX_ARB_get_proc_address OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce2 MX/AGP/SSE OpenGL version string: 1.5.3 NVIDIA 71.74 OpenGL extensions: GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle, GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos, GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels, GL_EXT_paletted_texture, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shared_texture_palette, GL_EXT_stencil_wrap, 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, GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_vertex_array, GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_fence, GL_NV_fog_distance, GL_NV_light_max_exponent, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_register_combiners, GL_NV_texgen_reflection, GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_SGIS_generate_mipmap, GL_SGIS_multitexture, GL_SGIS_texture_lod, GL_SUN_slice_accum glu version: 1.3 glu extensions: GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess
visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat ---------------------------------------------------------------------- 0x21 16 tc 0 16 0 r y . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x22 16 dc 0 16 0 r y . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x23 16 tc 0 16 0 r . . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x24 16 tc 0 16 0 r y . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x25 16 tc 0 16 0 r . . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x26 16 dc 0 16 0 r . . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x27 16 dc 0 16 0 r y . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x28 16 dc 0 16 0 r . . 5 6 5 0 4 0 0 16 16 16 16 0 0 None
--- Saulius Krasuckas saulius2@ar.fi.lt wrote:
- On Sat, 16 Jul 2005, Oliver Stieber wrote:
--- Saulius Krasuckas saulius2@ar.fi.lt wrote:
| fixme:opengl:X11DRV_setup_opengl_visual Failed
to
find a suitable visual
You may have been having the failure before, but
it
was silent prior to the patch. What does glxinfo report?
Here goes the output:
visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat
----------------------------------------------------------------------
0x21 16 tc 0 16 0 r y . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x22 16 dc 0 16 0 r y . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x23 16 tc 0 16 0 r . . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x24 16 tc 0 16 0 r y . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x25 16 tc 0 16 0 r . . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x26 16 dc 0 16 0 r . . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x27 16 dc 0 16 0 r y . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x28 16 dc 0 16 0 r . . 5 6 5 0 4 0 0 16 16 16 16 0 0 None
That's odd, you don't have a single visual that supports a stencil buffer. I'm fairly sure that OpenGL requires at least one, but seeing as you don't have any I'll send in a new patch.
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* On Sat, 16 Jul 2005, Oliver Stieber wrote:
That's odd, you don't have a single visual that supports a stencil buffer. I'm fairly sure that OpenGL requires at least one, but seeing as you don't have any I'll send in a new patch.
Maybe I should have been testing any real OpenGL app before complaining. Launching Ogre3D-based game in OpenGL mode now says this in the output:
| fixme:xrandr:X11DRV_XRandR_SetCurrentMode Cannot change screen BPP from 16 to 32 | Created Win32Window 'OGRE Render Window' : 640x480, 32bpp | err:opengl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0) | An exception has been thrown!
And app quits. This really wasn't happening earlier. Should I do a regression test?
--- Saulius Krasuckas saulius2@ar.fi.lt wrote:
- On Sat, 16 Jul 2005, Oliver Stieber wrote:
That's odd, you don't have a single visual that supports a stencil buffer. I'm fairly sure that
OpenGL
requires at least one, but seeing as you don't
have
any I'll send in a new patch.
Maybe I should have been testing any real OpenGL app before complaining. Launching Ogre3D-based game in OpenGL mode now says this in the output:
| fixme:xrandr:X11DRV_XRandR_SetCurrentMode Cannot change screen BPP from 16 to 32 | Created Win32Window 'OGRE Render Window' : 640x480, 32bpp | err:opengl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0) | An exception has been thrown!
And app quits. This really wasn't happening earlier. Should I do a regression test?
Yes, I think the way that X11DRV_ChoosePixelFormat works has been changed, in your case it's not allowing you to run the application because your running in 16bit mode. I think this restriction is too tight, and I'm planning on using 32bit->16bit conversion for Direct, since once the textures are loaded there should be no real performance drop.
There's still a bug in X11DRV_setup_opengl_visual, I'll send through a patch shortly.
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Oliver Stieber wrote:
That's odd, you don't have a single visual that supports a stencil buffer. I'm fairly sure that OpenGL requires at least one, but seeing as you don't have any I'll send in a new patch.
There's no requirement that a GL implementation supports stencil buffers in any way (or accumulation buffers, or indexed-colour modes, or destination-alpha, or quad-buffers, or...), unless of course it advertises a visual with those features, which it is under no obligation to do.
Cheers, --Adam
Saulius Krasuckas wrote:
OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce2 MX/AGP/SSE OpenGL version string: 1.5.3 NVIDIA 71.74
[..]
visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat
0x21 16 tc 0 16 0 r y . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x22 16 dc 0 16 0 r y . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x23 16 tc 0 16 0 r . . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x24 16 tc 0 16 0 r y . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x25 16 tc 0 16 0 r . . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x26 16 dc 0 16 0 r . . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x27 16 dc 0 16 0 r y . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x28 16 dc 0 16 0 r . . 5 6 5 0 4 0 0 16 16 16 16 0 0 None
If I remember correctly (my GF2 blew up last year), this card does implement/advertise stencil buffers if you run in 24-bit mode. That would certainly help to identify whether the lack of stencil is a problem here.
--adam
--- "Adam D. Moss" aspirin@ntlworld.com wrote:
Saulius Krasuckas wrote:
OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce2 MX/AGP/SSE OpenGL version string: 1.5.3 NVIDIA 71.74
[..]
visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat
0x21 16 tc 0 16 0 r y . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x22 16 dc 0 16 0 r y . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x23 16 tc 0 16 0 r . . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x24 16 tc 0 16 0 r y . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x25 16 tc 0 16 0 r . . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x26 16 dc 0 16 0 r . . 5 6 5 0 4 16 0 16 16 16 16 0 0 None 0x27 16 dc 0 16 0 r y . 5 6 5 0 4 0 0 16 16 16 16 0 0 None 0x28 16 dc 0 16 0 r . . 5 6 5 0 4 0 0 16 16 16 16 0 0 None
If I remember correctly (my GF2 blew up last year), this card does implement/advertise stencil buffers if you run in 24-bit mode. That would certainly help to identify whether the lack of stencil is a problem here.
I think the problem with fixme:xrandr:X11DRV_XRandR_SetCurrentMode Cannot change screen BPP from 16 to 32 | Created Win32Window 'OGRE Render Window' : 640x480, 32bpp | err:opengl:X11DRV_ChoosePixelFormat glXChooseFBConfig returns NULL (glError: 0) | An exception has been thrown!
is that X11DRV_ChoosePixelFormat is too strict and is failing because there isn't a 32bit visual available.
--adam
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Just thought I'd let ya guys know -- I noticed a little regression in the latest build of wined3d
On Nvidia GeForce 4 4200 64MB (ask if ya want more specs)
dx9_1pass_emboss_bump_mapping.exe -- only a white rectangle (no longer the embossed wood texture) on a black background
dx9_2pass_emboss_bump_mapping.exe -- This is textured and embossed but is WAY too brown, also the fake light source polygon is brown
dx9_effect_simple.exe -- only a white rectangle -- just like dx9_1pass_emboss_bump_mapping.exe
-------- I havent had time (and wont -- I have to read all of Deliverance by tomorrow thats 260 pages) to test all them demos (I would like confirmation about the above tests on other hardware)
--- Nick Burns adger44@hotmail.com wrote:
Just thought I'd let ya guys know -- I noticed a little regression in the latest build of wined3d
On Nvidia GeForce 4 4200 64MB (ask if ya want more specs)
dx9_1pass_emboss_bump_mapping.exe -- only a white rectangle (no longer the embossed wood texture) on a black background
dx9_2pass_emboss_bump_mapping.exe -- This is textured and embossed but is WAY too brown, also the fake light source polygon is brown
dx9_effect_simple.exe -- only a white rectangle -- just like dx9_1pass_emboss_bump_mapping.exe
This is a problem with texture states (which aren't currently managed properly) I think enabling one function has caused the brokenness of states to become apparent.
If I can fix the regression quickly I'll send in a patch, otherwise I'll send in a patch that improves the way that states are managed.
I havent had time (and wont -- I have to read all of Deliverance by tomorrow thats 260 pages) to test all them demos (I would like confirmation about the above tests on other hardware)
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Window resizing in Direct3d9 -- and I mean the resizing handled BY direct3d -- stretches the rendered image to fit the resized window... This allows 2DTestDX9 demo to work with resizing... I would like to know if the current ideas for window resizing will handle the 2DTestDX9 demo. I know this is not the common d3d demo (hey no real 3d to speak of here) but adding support for this class of apps ought to be considered...
---called 2D Blits in DirectX 9... https://secure.codeproject.com/directx/files.asp https://secure.codeproject.com/directx/files/2DTestDX9.zip
golly gee thats a hard demo to find again... (and its https.. crap) Im not sure how people can get it (maybe bugmenot.com for codeproject??)
or http://www.codeproject.com/directx/files.asp http://www.codeproject.com/directx/files/2DTestDX9.zip
Your mileage WILL vary...
--- Nick Burns adger44@hotmail.com wrote:
Window resizing in Direct3d9 -- and I mean the resizing handled BY direct3d -- stretches the rendered image to fit the resized window... This allows 2DTestDX9 demo to work with resizing... I would like to know if the current ideas for window resizing will handle the 2DTestDX9 demo. I know this is not the common d3d demo (hey no real 3d to speak of here) but adding support for this class of apps ought to be considered...
It should be too hard to do this, just replace swapbuffers with a glCopyPixels with the backbuffe set to read and the front set to write with scaling. I've already got something similar for debugging where the back buffer is displayed scaled down in a separate window.
---called 2D Blits in DirectX 9... https://secure.codeproject.com/directx/files.asp https://secure.codeproject.com/directx/files/2DTestDX9.zip
golly gee thats a hard demo to find again... (and its https.. crap) Im not sure how people can get it (maybe bugmenot.com for codeproject??)
or http://www.codeproject.com/directx/files.asp http://www.codeproject.com/directx/files/2DTestDX9.zip
Your mileage WILL vary...
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