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OpenGL error on launch #5297

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Apollucas opened this issue Oct 10, 2021 · 9 comments
Closed

OpenGL error on launch #5297

Apollucas opened this issue Oct 10, 2021 · 9 comments

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@Apollucas
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I get the following error when launching a freshly installed Pioneer (2021-07-23 release):

OpenGL error(s) during frame:
In function Graphics::OGL::TextureGL::TextureGL
On line 96
GL_INVALID_OPERATION

After closing the error the game launches with a black screen, playing background music and with a custom cursor. I'm unable to interact with the menu, though.
I'm running this on Windows 10 Home Edition.

I apologise if this isn't the right way to submit issues, I'm still very much new to GitHub.

@bszlrd
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bszlrd commented Oct 10, 2021

Perfectly good issue, no need to apologize!
Could you post the output.txt and more importantly the opengl.txt from your Documents/Pioneer dir? (~/.Pioneer on linux I believe). Those might be helpful for the knowledgeable good people of the project to help figure the issue out.

@Apollucas
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opengl.txt
output.txt
Here you go!

@fluffyfreak
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Strange, an nVidia 3050 is found and used on your laptop. That should be perfectly compatible. The drivers are up to date as well.

@fluffyfreak
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From doing a quick little dig this might be related to the multisampling.
If you open the file config.ini, which should be in the same place as output.txt and opengl.txt were, and change the line AntiAliasingMode to be AntiAliasingMode=0 then run again please?

That should disable an anti-aliasing and avoid the code that uses an anti-aliased rendertarget.

Pinging @Web-eWorks for visibility.

@Web-eWorks
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Most likely related to that bug, yeah. I added what I thought was sufficient error handling for that one, but given that error handling is present in the stable version @Apollucas is using and still didn't trigger I might have to slice and dice the framebuffer handling further.

@Apollucas
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From doing a quick little dig this might be related to the multisampling. If you open the file config.ini, which should be in the same place as output.txt and opengl.txt were, and change the line AntiAliasingMode to be AntiAliasingMode=0 then run again please?

That should disable an anti-aliasing and avoid the code that uses an anti-aliased rendertarget.

Pinging @Web-eWorks for visibility.

Yep, that did it! Thanks a lot, I hope this was useful to you guys as well!

@fluffyfreak
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@Web-eWorks might be worth adding a bit of code to try to create the rendertarget with AA and then fallback to disabling it if it fails?

@Web-eWorks
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I've already got code that checks for a failure and bails out... which clearly hasn't triggered here. Once I can reliably detect the bad framebuffer, it should be easy to work around the problem, yeah. Unfortunately I don't have a repro case on my available hardware for this one.

@fluffyfreak
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Closing this issue as it seems all others were resolved.

@fluffyfreak fluffyfreak unpinned this issue Nov 9, 2024
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