windows VISTA + ATI => wrong GL_RENDER !?
#@
raute at base0x23.de
Tue Nov 27 05:18:11 EST 2007
... to make it clear from the star: I don't have Windows Vista, so I can
hardly search for the reason of this ... I only have one BetaTest of
"World of Padman", who has this bug on all of his Vista+ATI pcs
I hope someone inhere could help -.-
Visual:
ioq3/wop starts ... but the gl-view stays red (game is running, he can
hear the sounds and can "blindly" use the console)
... he don't has the problem with:
old official ioq3(http://www.ioquake3.org/?page=get) and last public wop
(vc6-build, based on ioQ3 r1051)
... he has this problem with:
wop(old nonSDL(based on ioq3 r1051) + mingw ... SDL + mingw)
ioq3(mingw from here
http://home.isp.studenten.net/algemeen/ioq3svn_precompiled/ ... and a
vc8-build by me)
the log of such a run (the interesting part is "GL_RENDERER: GDI Generic"
and so on):
ioq3 1.35_SVN1214M win_mingw-x86 Nov 19 2007
----- FS_Startup -----
Current search path:
C:\Users\Smiley\AppData\Roaming\Quake3/baseq3
C:\Games\ioquake3\baseq3\pak8.pk3 (9 files)
C:\Games\ioquake3\baseq3\pak7.pk3 (4 files)
C:\Games\ioquake3\baseq3\pak6.pk3 (64 files)
C:\Games\ioquake3\baseq3\pak5.pk3 (7 files)
C:\Games\ioquake3\baseq3\pak4.pk3 (272 files)
C:\Games\ioquake3\baseq3\pak3.pk3 (4 files)
C:\Games\ioquake3\baseq3\pak2.pk3 (148 files)
C:\Games\ioquake3\baseq3\pak1.pk3 (26 files)
C:\Games\ioquake3\baseq3\pak0.pk3 (3539 files)
C:\Games\ioquake3/baseq3
----------------------
4073 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
----- Client Initialization -----
Couldn't read q3history.
----- Initializing Renderer ----
-------------------------------
QKEY building random string
QKEY generated
----- Client Initialization Complete -----
----- R_Init -----
SDL_Init( SDL_INIT_VIDEO )... OK
Initializing OpenGL display
...setting mode 3: 640 480
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
GL_RENDERER: GDI Generic
Initializing OpenGL extensions
...GL_S3_s3tc not found
...GL_EXT_texture_env_add not found
...GL_ARB_multitexture not found
...GL_EXT_compiled_vertex_array not found
...GL_EXT_texture_filter_anisotropic not found
GL_VENDOR: Microsoft Corporation
GL_RENDERER: GDI Generic
GL_VERSION: 1.1.0
GL_EXTENSIONS: GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture
GL_MAX_TEXTURE_SIZE: 1024
GL_MAX_TEXTURE_UNITS_ARB: 0
PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: multiple glArrayElement
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 0
multitexture: disabled
compiled vertex arrays: disabled
texenv add: disabled
compressed textures: disabled
Initializing Shaders
----- finished R_Init -----
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "dsound".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 512
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
1 stereo
16384 samples
16 samplebits
1 submission_chunk
22050 speed
02216640 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm...
VM file ui compiled to 594408 bytes of code
ui loaded in 1368576 bytes on the hunk
35 arenas parsed
32 bots parsed
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960
Hostname: smiley-mobile.chillerlan.net
IP: 192.168.0.242
IP: 5.93.243.96
]\quit
----- CL_Shutdown -----
Closing SDL audio device...
SDL audio device shut down.
RE_Shutdown( 1 )
-----------------------
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