And then it crashes, window borders are already there, client area is not. Invalid something in module <unknown>. What’s particularly strange is the version thingy. Here’s a quote from my own logs
the crash will not be in in the final engine for sure…
the problem is simple:
i initialise gl1.2 functions, and one or severall of them don’t exist on the radeon, namely, i think, the paletted textures are not supported…
i’ll drop this out sometimes to just load the extensions i need…
and… even if you would have 1.2, it would crash afterwards cause it initialises some nvidia-only-extensions, namely vertexprogram,registercombiners and texturerectangles…
Originally posted by davepermen:
[b]the crash will not be in in the final engine for sure…
the problem is simple:
i initialise gl1.2 functions, and one or severall of them don’t exist on the radeon, namely, i think, the paletted textures are not supported…
i’ll drop this out sometimes to just load the extensions i need…
and… even if you would have 1.2, it would crash afterwards cause it initialises some nvidia-only-extensions, namely vertexprogram,registercombiners and texturerectangles…[/b]
Ok, I can accept that. But it’s still a bit strange that your program complains about missing GL1.2 support when I really have a GL1.3 driver, as you can see in my own log file. Don’t you think?
ati left out some functions for gl1.2, thats the problem…
as i will not use paleted textures anyways, i’ll drop them out so you’ll get your 1.2 features back
Originally posted by davepermen: ati left out some functions for gl1.2, thats the problem…
as i will not use paleted textures anyways, i’ll drop them out so you’ll get your 1.2 features back
If you’re talking about glColorTable et al, that’s not strictly core functionality. It belongs to the imaging subset which is optional for implementations. NVIDIA (all caps!) have it, ATI don’t, neither do they support EXT_paletted_texture.
Maybe you should take another look at how you do things, I wouldn’t recommend using imaging subset stuff.
Works on my PIII 600 GeForce1 DRR 28.32.
Rotating cube on the left and triangle on the right side. What kind of blurring are you computing for the triangle?
Dave, do you render each texture in different sizes or are you using automatic mipmap generation with ext_texture_lod_bias to get different blurred versions of the texture?
kon
P.S.: How many persons do you know in Switzerland with the name Konrad? I give you a second chance!