Crash to Desktop

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Cmd. Cheyd
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Posts: 934
Joined: Tue Dec 16, 2008 2:52 pm
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...

Crash to Desktop

Post by Cmd. Cheyd »

Windows Vista x86 SP2
4GB Ram
Oolite running from thumbdrive with 650MB Free space
Nvidia Quadro NVS140M
Driver: 8.16.11.8681


Oolite 1.73.4
OXP's installed:

../AddOns/Foo.oxp (Personal WiP OXP)
../AddOns/Debug.oxp
../AddOns/Personalized_Key_Layout.oxp (Custom personal OXP)
../AddOns/griff_normalmapped_ships.oxp
../AddOns/Cmd_Cheyd _Cobra_Mk3.oxp (Personal WiP OXP)
../AddOns/System Redux v2.0.oxp (Personal WiP OXP)
../AddOns/griff_anaconda_normalmapped.oxp
../AddOns/normalmap_planet-withspin.oxp (Customized personal OXP)
../AddOns/griff_moray_normalmapped.oxp

Log File

Code: Select all

[log.header]: Opening log for Oolite version 1.73.4 (x86-32 test release) under Windows at 2009-12-02 13:50:20 -0600.
2 processors detected.
Oolite Options: [Procedural Planets] [Docking Clearance] [Wormhole Scanner] [Target Incoming Missiles]

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

[joystickHandler.init]: Number of joysticks detected: 0
[display.mode.list.native]: Windows native resolution detected: 1440 x 900
[rendering.opengl.version]: OpenGL renderer version: 3.0.0 ("3.0.0")
Vendor: NVIDIA Corporation
Renderer: Quadro NVS 140M/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (162):
GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_framebuffer_object GL_ARB_geometry_shader4 GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object 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_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NV_vertex_buffer_unified_memory GL_NV_shader_buffer_load GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
[searchPaths.dumpAll]: ---> OXP search paths:
(Resources, ../AddOns, ../AddOns/Foo.oxp, ../AddOns/Debug.oxp, ../AddOns/Personalized_Key_Layout.oxp, ../AddOns/griff_normalmapped_ships.oxp, "../AddOns/Cmd_Cheyd _Cobra_Mk3.oxp", "../AddOns/System Redux v2.0.oxp", ../AddOns/griff_anaconda_normalmapped.oxp, "../AddOns/normalmap_planet-withspin.oxp", ../AddOns/griff_moray_normalmapped.oxp)
[dataCache.rebuild.explicitFlush]: Cache explicitly flushed with always-flush-cache preference. Rebuilding from scratch.
[shipData.load.begin]: Loading ship data...
[script.load.world.listAll]: Loaded 11 world scripts: "Cheyd_JS_Common_Functions_1" 0.0.1, "oolite-cloaking-device" 1.73.4, "oolite-constrictor-hunt" 1.73.4, "oolite-nova" 1.73.4, "oolite-thargoid-plans" 1.73.4, "oolite-trumbles" 1.73.4, "Foo" 1.0.0, "Spawn-cmdcheyd" 1.0.1, "Spawn-planet-tester-l3" 1.0.1, "System Redux 2.0.0" 2.0.0, "SystemRedux2API" 2.0.0
[debugTCP.disconnect]: Debug console disconnected with message Lost connection to remote debug console. outStream status: 7, inStream status: 7. Stream error: The operation completed successfully.


[debugTCP.disconnect]: Debug console disconnected with message Lost connection to remote debug console. outStream status: 0, inStream status: 0. Stream error: unknown error.
[debugTCP.connect.failed]: Failed to connect to debug console at 127.0.0.1:8563.
[dataCache.willWrite]: About to write data cache.
[dataCache.write.success]: Wrote data cache.
[shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
[testscript.spawn]: Generated 4 cmdcheyd for testing purposes.
[testscript.spawn]: Generated 4 planet-tester-l3 for testing purposes.
[general.error.allocationFailure]: Failed to allocate space (134217728 bytes) for texture ../AddOns/normalmap_planet-withspin.oxp/Textures/earth_diffusemap.png
[general.error.allocationFailure]: Failed to allocate space (134217728 bytes) for texture ../AddOns/normalmap_planet-withspin.oxp/Textures/earth_normalmap.png

Stderr.txt

Code: Select all

ALERT ... GSCurrentThread() ... objc_thread_get_data() call returned nil!
Your application MUST call GSRegisterCurrentThread() before attempting to
use any GNUstep code from a thread other than the main GNUstep thread.

OS Provided error:

Image

I am using a modified version of Griff's planet shader oxp. The textures have been replaced with 8K x 4K versions of one of my SR2 textures. Yes, I know those are huge, I was just using them at that size cause I could and I haven't wanted to "downscale" any of the textures yet. Is this just because of the texture size in general, or is it a bug?
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Kaks
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 3009
Joined: Mon Jan 21, 2008 11:41 pm
Location: The Big Smoke

Post by Kaks »

I'd say both! I dimly remember there being a limit on texture sizes that some graphic cards can handle, and I think you just hit against that one. (100+ megs, not too surprising!)

Still, Oolite should be able to bypass that problem without crashing...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Cmd. Cheyd
---- E L I T E ----
---- E L I T E ----
Posts: 934
Joined: Tue Dec 16, 2008 2:52 pm
Location: Deep Horizon Industries Manufacturing & Research Site somewhere in G8...

Post by Cmd. Cheyd »

OpenGL Extensions Viewer Report:

Code: Select all

Renderer: Quadro NVS 140M/PCI/SSE2
Vendor: NVIDIA Corporation
Memory: 256 MB
Version: 3.0.0
Shading language version: 1.30 NVIDIA via Cg compiler


Max texture size: 8192 x 8192
Max texture coordinates: 8
Max vertex texture image units: 32
Max texture image units: 32
Max geometry texture units: 32
Max anisotropic filtering value: 16
Max number of light sources: 8
Max viewport size: 8192 x 8192
Max uniform vertex components: 4096
Max uniform fragment components: 4096
Max geometry uniform components: 2048
Max varying floats: 60
Max samples: 16
Max draw buffers: 8


Extensions: 178

GL_ARB_color_buffer_float
GL_ARB_depth_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_instanced
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_geometry_shader4
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_map_buffer_range
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
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_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_transpose_matrix
GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_Cg_shader
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_shared_exponent
GL_EXT_texture_sRGB
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXTX_framebuffer_mixed_formats
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_explicit_multisample
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_gpu_program4
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_shader_buffer_load
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_ARB_buffer_region
WGL_ARB_create_context
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format_float
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_extensions_string
WGL_EXT_framebuffer_sRGB
WGL_EXT_pixel_format_packed_float
WGL_EXT_swap_control
WGL_NV_float_buffer
WGL_NV_multisample_coverage
WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangle

Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (100 % - 10/10)
v2.1 (100 % - 3/3)
v3.0 (100 % - 23/23)
v3.1 (50 % - 4/8)
v3.2 (33 % - 3/9)

OpenGL driver version check (Current: 3.0.0, Latest known: 8.16.11.8681):
Outdated version of display drivers detected
According the database, you are might be not using the latest version of display drivers for your video card.

No ICD registry entry
The current OpenGL driver doesn't expose the SOFTWARE/Microsoft/Windows (NT)/CurrentVersion/OpenGLDrivers registry entry. Unable to detect the driver version, driver revision name and filename.

Compiled vertex array support
This feature improves OpenGL performance by using video memory to cache transformed vertices.

Multitexture support
This feature accelerates complex rendering such as lightmaps or environment mapping.

Secondary color support
This feature provides an alternate method of coloring specular highlights on polygons.

S3TC compression support
This feature improves texture mapping performance in some applications by using lossy compression.

Vertex array range support
This feature improves performance in some applications by using AGP for dynamic vertex transformation.

Texture edge clamp support
This feature improves texturing quality by adding clamping control to edge texel filtering.

Vertex program support
This feature enables a wide variety of effects via flexible vertex programming (equivalent to DX8 Vertex Shader.)

Fragment program support
This feature enables a wide variety of effects via per pixel programming (equivalent to DX9 Pixel Shader.)

Texture anisotropic filtering support
This feature improves the quality of texture mapping on oblique surfaces.

Occlusion test support
This feature provides hardware accelerated culling for objects.

Point sprite support
This feature improves performance in some particle systems.

OpenGL Shading Language support
This feature enables high level shading language for shaders.

Frame buffer object support
This feature enables render to texture functionality.

Extension verification: 
GL_ARB_uniform_buffer_object was not found, but has the entry point glBindBufferRange 
GL_EXT_color_subtable was not found, but has the entry point glColorSubTableEXT 
GL_EXT_copy_texture was not found, but has the entry point glCopyTexSubImage3DEXT 
GL_EXT_paletted_texture was not found, but has the entry point glColorTableEXT 
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableEXT 
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterfvEXT 
GL_EXT_paletted_texture was not found, but has the entry point glGetColorTableParameterivEXT 
GL_EXT_subtexture was not found, but has the entry point glTexSubImage3DEXT 
GL_KTX_buffer_region has the entry point glBufferRegionEnabledEXT missing!
GL_KTX_buffer_region has the entry point glDeleteBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glDrawBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glNewBufferRegionEXT missing!
GL_KTX_buffer_region has the entry point glReadBufferRegionEXT missing!
GL_NV_geometry_program4 was not found, but has the entry point glProgramVertexLimitNV 
GL_NV_half_float has the entry point glVertexWeighthNV missing!
GL_NV_half_float has the entry point glVertexWeighthvNV missing!
GL_NV_present_video was not found, but has the entry point glGetVideoi64vNV 
GL_NV_present_video was not found, but has the entry point glGetVideoivNV 
GL_NV_present_video was not found, but has the entry point glGetVideoui64vNV 
GL_NV_present_video was not found, but has the entry point glGetVideouivNV 
GL_NV_present_video was not found, but has the entry point glPresentFrameDualFillNV 
GL_NV_present_video was not found, but has the entry point glPresentFrameKeyedNV 
WGL_NV_vertex_array_range was not found, but has the entry point wglAllocateMemoryNV 
WGL_NV_vertex_array_range was not found, but has the entry point wglFreeMemoryNV 
WGL_NV_video_output was not found, but has the entry point wglBindVideoImageNV 
WGL_NV_video_output was not found, but has the entry point wglGetVideoDeviceNV 
WGL_NV_video_output was not found, but has the entry point wglGetVideoInfoNV 
WGL_NV_video_output was not found, but has the entry point wglReleaseVideoDeviceNV 
WGL_NV_video_output was not found, but has the entry point wglReleaseVideoImageNV 
WGL_NV_video_output was not found, but has the entry point wglSendPbufferToVideoNV 
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Re: Crash to Desktop

Post by JensAyton »

Cmd. Cheyd wrote:
[general.error.allocationFailure]: Failed to allocate space (134217728 bytes) for texture ../AddOns/normalmap_planet-withspin.oxp/Textures/earth_diffusemap.png
It is, quite simply, running out of memory or, more likely, address space. Nothing to do with OpenGL issues.

As for the size limit, Oolite will automatically scale textures down to fit… assuming there’s enough memory for a scaled copy.
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