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Old 02-01-2011, 03:07 AM   #16
Linguofreak
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Quote:
Originally Posted by Artlav View Post
 No solid ideas either.
Considering jimblah's claims it might be something in the way your system is set up.
He does seem to be using a more recent version of Wine.
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Old 02-01-2011, 07:06 AM   #17
Artlav
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Quote:
Originally Posted by flying coffin View Post
 I have the "foolproof/minimum" options selected, except for adding asciiout "ON"
And advanced graphics should be ON as well. It's a general switch for a whole subsystem of features.

Quote:
Originally Posted by flying coffin View Post
 Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family
But that does not sound too good.
Can you see MFDs?
Can you see lightmaps on the Artefact thing?
If both are yes, then it should be good enough, if one is not - then it's too bad a card.

EDIT: Seeing
Code:
1/31/2011-5:46:52 PM:[INIT      ]:GPU does not support OpenGL 1.4 (No MFDs and panels)
1/31/2011-5:46:52 PM:[INIT      ]:GPU does not support OpenGL 2.0 (No advanced graphics)
Pretty much answers the question - not good enough.

Last edited by Artlav; 02-01-2011 at 07:09 AM.
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Old 02-01-2011, 08:31 AM   #18
Linguofreak
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Upgrading Wine to 1.3.11 lead to a increase in framerate to 6 FPS, but the crash on trying to get into the DG cockpit persists.

I'm going to see how long it takes for a 1.3.12 build for lucid to make it into the PPA, to see how much that helps.

I think I'm also going to try a clean install of Orbiter/OGLA.

---------- Post added at 02:31 ---------- Previous post was at 02:05 ----------

With a fresh install I've managed to get confusing results: In windowed mode with 400*300 resolution (or something like that, what OGLAClient defaulted to on the first run), I got decent framerates.

When I bumped the resolution up to 1280*800, I got good framerates, but garbage on screen. I then looked through my non-clean orbiter directory for any main-folder dll's that weren't in my clean orbiter directory, found two, and copied them in, and then got decent framerates without garbage. Seeing that things were going well, I tried pressing F1 to get into the DG's cockpit, and promptly got a CTD before any internal view was rendered.

ogla.log reports access violations in ogla.dll on the first two runs, but not the third, which is the one that actually crashed.

This is the first run: The ogla_render2D error in the second is identical to the one here except for the timestamp (same address, etc).

Code:
2/1/2011-2:14:38 AM:[START     ]:-------------------------------------------------------
2/1/2011-2:14:38 AM:[INIT      ]:OGLA v110130 (GLGR)
2/1/2011-2:14:47 AM:[GPU INFO  ]:Name=
2/1/2011-2:14:47 AM:[GPU INFO  ]:Description=
2/1/2011-2:14:47 AM:[GPU INFO  ]:AdapterCompatibility=
2/1/2011-2:14:47 AM:[GPU INFO  ]:AdapterRAM=0 Mb
2/1/2011-2:14:47 AM:[GPU INFO  ]:VideoModeDescription=
2/1/2011-2:14:47 AM:[GPU INFO  ]:VideoProcessor=
2/1/2011-2:14:47 AM:[GPU INFO  ]:DriverVersion=
2/1/2011-2:14:47 AM:[INIT      ]:GPU supports OpenGL 1.2
2/1/2011-2:14:47 AM:[INIT      ]:GPU supports OpenGL 1.4
2/1/2011-2:14:47 AM:[INIT      ]:GPU supports OpenGL 2.0
2/1/2011-2:14:47 AM:[INIT      ]:glgruva=1, usevbo=1, vboav=1, glgr_stensh_aupd=0, gvsync=0, gl_comp_sup=1, gl_shm4=0
2/1/2011-2:14:47 AM:[OGLADBG   ]:OGLA 110130 Debug.
Vessel program 0:
Vessel program 1:
Vessel program 2:
Vessel program 3:
Vessel program 4:
Vessel program 5:
Vessel program 6:
Vessel program 7:
Planet program 0:
Planet program 1:
Planet program 2:
Planet program 3:
Planet program 4:
Planet program 5:
Planet program 6:
Planet program 7:
Planet program 8:
Planet program 9:
Planet program 10:
Planet program 11:
Planet program 12:
Planet program 13:
Planet program 14:
Planet program 15:
Haze program 0:
Ring program:
Post program:
Scatter program:
Haze program 0:
Ring program:
Post program:
2/1/2011-2:14:50 AM:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
2/1/2011-2:14:50 AM:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
2/1/2011-2:14:50 AM:[PLNT      ]:Loading Textures/Earth.tex OK
2/1/2011-2:14:50 AM:[PLNT      ]:Loading Textures/Earth_cloud.tex OK
2/1/2011-2:14:50 AM:[PLNT      ]:Loading Textures/Earth_lmask.tex OK
2/1/2011-2:14:50 AM:[PLNT      ]:Loading Textures/Moon.tex OK
2/1/2011-2:14:55 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 011C3C93 in module 'ogla.dll'. Write of address 00000001 (hc=0)
2/1/2011-2:14:55 AM:[OGLAUX    ]:Error: (ogla_render2D) Access violation at address 011C3C93 in module 'ogla.dll'. Write of address 00000002 (hc=0)
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Old 02-01-2011, 08:47 AM   #19
Coolhand
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Quote:
Originally Posted by Artlav View Post
 A little, exposure control, but not dynamic.
seems sensible, i'm not sure dynamic exposure would work well in this application.

my only suggestion then would be to perhaps do something more with the suns glow - the sun itself, not the atmospheric interaction.... to make it appear more intense / photographic without the usability issues.

Last edited by Coolhand; 02-01-2011 at 08:49 AM.
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Old 02-01-2011, 08:47 AM   #20
Artlav
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Quote:
Originally Posted by Linguofreak View Post
 I then looked through my non-clean orbiter directory for any main-folder dll's that weren't in my clean orbiter directory, found two, and copied them in, and then got decent framerates without garbage.
Which dlls were that?
Are you sure you have the right fonts in the windows directory?

Intermittedness indicate Wine-related issues, or wine-exposed bugs in OGLA.
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Old 02-01-2011, 08:57 AM   #21
Linguofreak
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Quote:
Originally Posted by Artlav View Post
 Which dlls were that?
Are you sure you have the right fonts in the windows directory?

Intermittedness indicate Wine-related issues, or wine-exposed bugs in OGLA.
GDIPLUS.DLL and texgen.dll, IIRC. I have no idea whether they actually helped, or whether it was just intermittentness.

Unless the required fonts have changed since OGLA for P0, I'm pretty sure the fonts are good.

Wine-related issues or wine-exposed bugs in OGLA are probably a safe assumption for *any* bug I report, unless I specifically say I encountered it on our desktop (XP).
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Old 02-01-2011, 09:55 AM   #22
Artlav
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Quote:
Originally Posted by Linguofreak View Post
 GDIPLUS.DLL and texgen.dll, IIRC. I have no idea whether they actually helped, or whether it was just intermittentness.
texgen.dll is definitely unrelated, as it is a texture generation lib for OGalaxy.
GDIPLUS.dll could be related in some indirect way.
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Old 02-01-2011, 10:05 AM   #23
Carmen A
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Definitely impressive results. Thanks for all the hard work :3
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Old 02-01-2011, 02:55 PM   #24
Axel
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Ok i updated my catalyst now to the actual 11.01. And OGLA runs! I have 85 fps with high settings. But i see a very slow kind of "microtexture" spawning/building overall, around the scenario place. Its like the microtexture in orulex, but mutch more slower. Is there a possibility to speed up or deactivate the microtextures? When i zoom out of the area the switch from OGLA-texture/terrain to earth-texture is very fast and unsmooth, the brightness switches from dark to light too very fast. But OGLA runs not every time, only at every second loading, without changing of options, thats crazy! I cant read the readings at the loading screen, when i get a CTD, with the message "error at initializing OpenGL" and "Runtime error" and "ram access error". I registered that my PC is slower and slower after every OGLA start, maybe it takes alot memory? All windows are opening slower ect. Maybe it steals memory? I use no V-Ram, because i have 4 Gb real ram.

A very nice idea with OGLA, but needs still alot of work and bugfixing. And a collision detection later, at the moment i prefer normal orbiter with orulex. A question, why do you use OpenGL instead DirectX? DirectX can do all your features and more, and that faster! OpenGL is only at the level from DirectX8. Orfcourse the normal orbiter uses directx7 from year 2000, thats ... no words. But there is a guy who writes a DX9 driver for it, you could do it too or maybe work with him together?

Here the log, when it crashes to desktop.

PHP Code:
01.02.2011-15:51:45:[START     ]:-------------------------------------------------------
01.02.2011-15:51:45:[INIT      ]:OGLA v110130 (GLGR)
01.02.2011-15:51:53:[GPU INFO  ]:Name=
01.02.2011-15:51:53:[GPU INFO  ]:Description=
01.02.2011-15:51:53:[GPU INFO  ]:AdapterCompatibility=
01.02.2011-15:51:53:[GPU INFO  ]:AdapterRAM=0 Mb
01.02.2011
-15:51:53:[GPU INFO  ]:VideoModeDescription=
01.02.2011-15:51:53:[GPU INFO  ]:VideoProcessor=
01.02.2011-15:51:53:[GPU INFO  ]:DriverVersion=
01.02.2011-15:51:53:[INIT      ]:GPU supports OpenGL 1.2
01.02.2011
-15:51:53:[INIT      ]:GPU supports OpenGL 1.4
01.02.2011
-15:51:53:[INIT      ]:GPU supports OpenGL 2.0
01.02.2011
-15:51:53:[INIT      ]:glgruva=1usevbo=1vboav=1glgr_stensh_aupd=0gvsync=0gl_comp_sup=1gl_shm4=0
01.02.2011
-15:51:54:[OGLADBG   ]:OGLA 110130 Debug.
Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.

Vertex shader(slinkedfragment shader(slinked.

Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.

Vertex shader(slinkedfragment shader(slinked.

Post program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.

Vertex shader(slinkedfragment shader(slinked.

Haze program 0:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.

Vertex shader(slinkedfragment shader(slinked.

Ring program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.

Vertex shader(slinkedfragment shader(slinked.

Post program:
Vertex shader was successfully compiled to run on hardware.

Fragment shader was successfully compiled to run on hardware.

Vertex shader(slinkedfragment shader(slinked.

01.02.2011-15:51:58:[PLNTR     ]:Loading Textures/Saturn_ring.tex OK
01.02.2011
-15:51:58:[PLNTR     ]:Loading Textures/Uranus_ring.tex OK
01.02.2011
-15:51:58:[Del_Q     ]:Undefined error
01.02.2011
-15:51:59:[Graph     ]:ErrorError in proc_smob (i=33)
01.02.2011-15:51:59:[OGLA      ]:ErrorError in oglareupdatevals 

Last edited by Axel; 02-01-2011 at 03:13 PM.
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Old 02-01-2011, 03:30 PM   #25
Artlav
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Quote:
Originally Posted by Axel View Post
 I registered that my PC is slower and slower after every OGLA start
Sounds familiar.
Go to launchpad -> extra -> debugging options -> Orbiter shutdown options.
If it's not set to terminate Orbiter process then all hell could break loose every some time you restart the game.

Quote:
Originally Posted by Axel View Post
 Is there a possibility to speed up or deactivate the microtextures?
Press F7 in game. That opens a menu, next key press is considered a command in that menu. What you're looking for is 5 - terrain.

Quote:
Originally Posted by Axel View Post
 And a collision detection later
Collision detection i'm capable of doing is incompatible with Orbiter.

Quote:
Originally Posted by Axel View Post
 DirectX can do all your features and more, and that faster! OpenGL is only at the level from DirectX8.
These facts are obsolete by just under a decade, please research them again.

Also, OpenGL is more streamlined and intuitive than DirectX, at least from my point of view.

Other reasons - i tend to prefer open standards that can be supported regardless of companies collapsing, merging or changing their mind.

Nice side effect is platform-independence.
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Old 02-01-2011, 05:47 PM   #26
Linguofreak
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Quote:
Originally Posted by Axel View Post
 A very nice idea with OGLA, but needs still alot of work and bugfixing. And a collision detection later, at the moment i prefer normal orbiter with orulex. A question, why do you use OpenGL instead DirectX? DirectX can do all your features and more, and that faster! OpenGL is only at the level from DirectX8. Orfcourse the normal orbiter uses directx7 from year 2000, thats ... no words. But there is a guy who writes a DX9 driver for it, you could do it too or maybe work with him together?
Have you tried the previous version of OGLA with Orbiter2010 P0? That was working much better for me.
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Old 02-01-2011, 10:14 PM   #27
jimblah
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Any version of wine you want to test can be found here:
http://www.ibiblio.org/pub/linux/system/emulators/wine/
My best results so far have have been with 1.3.9
Tried Virtualbox today but without oglaclient, it was a no go. See http://www.dedoimedo.com/computers/v...irtualbox.html Thought I might look at vm's too.

Last edited by jimblah; 03-05-2011 at 04:37 AM.
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Old 02-02-2011, 03:09 AM   #28
Linguofreak
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I've determined that the crash I'm getting has to do with the 2D Delta Glider panel. The generic cross-spacecraft hud panel seems to be fine, and the Shuttle-A 2D panel is glitchy but doesn't crash. 3D cockpits seem to work. So it seems that something is wrong with 2D panel handling.
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Old 02-02-2011, 03:55 AM   #29
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Quote:
Originally Posted by Linguofreak View Post
 I've determined that the crash I'm getting has to do with the 2D Delta Glider panel. The generic cross-spacecraft hud panel seems to be fine, and the Shuttle-A 2D panel is glitchy but doesn't crash. 3D cockpits seem to work. So it seems that something is wrong with 2D panel handling.
I think I've been experiencing the same thing.
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Old 02-02-2011, 05:06 AM   #30
jimblah
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Using virtual box with ogla in xp and getting good functionality with orbiter. Only 7-11 fps though as opposed to better frame rates with wine. The f7 panel is cool. The main thing is functionality: UMmu,DGIV, OMP,solid sound. The tutorials in the cockpit are awesome. Rendev with ISS right now.
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