Jump to content

Huuuuuuge Log Files multiple GB


Tryk

Recommended Posts

Hi,

 

I have a pretty old PC which runs Avorion pretty good, BUT:

 

On my main PC it runs really well since the last Patch, but this old calculator always crashes.

 

It runs on an Athlon 64 X2 6000+, 4Gb RAM, and a Radeon 4850 512 Mb.

 

It starts pretty good, but after some random time it crashes, no matter if in building mode or in the middle of a faction war.

Might be 5 mins or even an hour but always crashes.

It seems that the logfile gets always bigger as I play the game, multiple Mb per second.

So the logfiles gets between 1 to 7 Gb per file.

 

I checked the Forums and found a thread where missing OpenGL instructions were the reason for those huge logfiles, but after checking my old GPU seems to support all of those needed instructions, which were mentioned in the Thread.

 

And I tried all kind of different settings, all max, all low, turned everything on and off, no difference, random time till crash.

 

Can anyone help me identify the reason for those crashes? Is it the old 2 Core AMD or the

old 512Mb Ram Radeon?

 

I cant upload those huge files so i'll post the beginning and the end with those forever repeating error lines.

 

And the repeating errors appear always after the text which includes "fog", sry i'm no coder...

 

 

 

Thu Feb 09 00:18:35 2017| Client started: "E:\Steam\steamapps\common\Avorion\bin\Avorion.exe" "--serverpath=bin/AvorionServer.exe"

Thu Feb 09 00:18:35 2017| Enabled Traces:

Thu Feb 09 00:18:35 2017| Client Beta 0.10.2 r7448, running on Windows 7.

Thu Feb 09 00:18:35 2017| CPU: AuthenticAMD 2 Cores

Thu Feb 09 00:18:35 2017| Init Steamworks...Init Steamworks... ok

Thu Feb 09 00:18:35 2017| Init Steamworks ok

Thu Feb 09 00:18:35 2017| Init SDL2... ok

Thu Feb 09 00:18:35 2017| Getting display mode... ok

Thu Feb 09 00:18:35 2017| Current display mode: 1680 x 1050

Thu Feb 09 00:18:35 2017| Creating settings... loading... setting language...setting language file "data/localization/deutsch.po"

Thu Feb 09 00:18:35 2017|  ok

Thu Feb 09 00:18:35 2017| Creating client window...Detected 1 displays

Thu Feb 09 00:18:35 2017| Display 0: x: 0, y: 0, w: 1680, h: 1050

Thu Feb 09 00:18:35 2017| Using display 0

Thu Feb 09 00:18:35 2017| Creating window, x: 0, y: 0, w: 1680, h: 1050... ok

Thu Feb 09 00:18:35 2017| Creating GL context... ok

Thu Feb 09 00:18:35 2017| Setting window mode WindowedSeamless... ok

Thu Feb 09 00:18:35 2017| Creating client window ok

Thu Feb 09 00:18:35 2017| Init rendering... starting rendering... initialize...OpenGL Context Information:

Thu Feb 09 00:18:35 2017| Version: 3.3

Thu Feb 09 00:18:35 2017| VersionString: 3.3.11672 Compatibility Profile/Debug Context

Thu Feb 09 00:18:35 2017| Vendor: ATI Technologies Inc.

Thu Feb 09 00:18:35 2017| Renderer: ATI Radeon HD 4800 Series

Thu Feb 09 00:18:35 2017| GLSL Version: 3.30

Thu Feb 09 00:18:35 2017| Init GLEW... ok

Thu Feb 09 00:18:35 2017| Init Debug Message Callback... ok

Thu Feb 09 00:18:35 2017| Set VSync... ok

Thu Feb 09 00:18:36 2017| Secure BackBuffer... ok

Thu Feb 09 00:18:36 2017| Init Canvas...Create canvas of size 1680 x 1050... ok

Thu Feb 09 00:18:36 2017| Init Canvas ok

Thu Feb 09 00:18:36 2017| Init Refraction Texture... ok

Thu Feb 09 00:18:36 2017| Init Post Processing... ok

Thu Feb 09 00:18:36 2017| Init Debug Renderers... ok

Thu Feb 09 00:18:36 2017| Rendering initialized

Thu Feb 09 00:18:36 2017| Init rendering ok

Thu Feb 09 00:18:36 2017| Check problematic drivers... ok

Thu Feb 09 00:18:36 2017| Init shader level... ok

Thu Feb 09 00:18:36 2017| Init loading screen... ok

Thu Feb 09 00:18:36 2017| Draw first loading screen..."data\shaders\text.vert":

Thu Feb 09 00:18:36 2017| Vertex shader was successfully compiled to run on hardware.

Thu Feb 09 00:18:36 2017|    1| #version 130

Thu Feb 09 00:18:36 2017|    2| #define LOW

Thu Feb 09 00:18:36 2017|    3| #define VERTEX_SHADER

Thu Feb 09 00:18:36 2017|    4| #ifdef HIGH

Thu Feb 09 00:18:36 2017|    5| #ifdef VERTEX_SHADER

Thu Feb 09 00:18:36 2017|    6| layout(location = 0) in vec3 vPosition;

Thu Feb 09 00:18:36 2017|    7| layout(location = 1) in vec3 vNormal;

Thu Feb 09 00:18:36 2017|    8| layout(location = 2) in vec2 vTex;

Thu Feb 09 00:18:36 2017|    9| layout(location = 3) in vec4 vColor;

Thu Feb 09 00:18:36 2017|  10| layout(location = 4) in uint vIndex;

Thu Feb 09 00:18:36 2017|  11| layout(location = 5) in uint vInstancedIndex;

Thu Feb 09 00:18:36 2017|  12| layout(location = 6) in float vSize;

Thu Feb 09 00:18:36 2017|  13| layout(location = 7) in vec3 vTangent;

Thu Feb 09 00:18:36 2017|  14| layout(location = 8) in vec3 vBitangent;

Thu Feb 09 00:18:36 2017|  15| layout(location = 9) in vec4 vUtil0;

Thu Feb 09 00:18:36 2017|  16| layout(location = 10) in vec4 vUtil1;

Thu Feb 09 00:18:36 2017|  17| layout(location = 11) in vec4 vUtil2;

Thu Feb 09 00:18:36 2017|  18| layout(location = 12) in vec4 vUtil3;

Thu Feb 09 00:18:36 2017|  19| layout(location = 13) in vec2 vTexWorld;

Thu Feb 09 00:18:36 2017|  20| layout(location = 14) in vec3 vLight;

Thu Feb 09 00:18:36 2017|  21| #endif // VERTEX_SHADER

Thu Feb 09 00:18:36 2017|  22|

Thu Feb 09 00:18:36 2017|  23| #ifdef FRAGMENT_SHADER

Thu Feb 09 00:18:36 2017|  24| layout(location = 0) out vec4 outFragColor;

Thu Feb 09 00:18:36 2017|  25|

Thu Feb 09 00:18:36 2017|  26| #if defined(DEFERRED)

Thu Feb 09 00:18:36 2017|  27| layout(location = 1) out vec4 outNormalColor;

Thu Feb 09 00:18:36 2017|  28| layout(location = 2) out vec4 outPositionColor;

Thu Feb 09 00:18:36 2017|  29| #endif // DEFERRED

Thu Feb 09 00:18:36 2017|  30| #endif // FRAGMENT_SHADER

Thu Feb 09 00:18:36 2017|  31| #else

Thu Feb 09 00:18:36 2017|  32|

Thu Feb 09 00:18:36 2017|  33| out vec4 outFragColor;

Thu Feb 09 00:18:36 2017|  34|

Thu Feb 09 00:18:36 2017|  35| #ifdef VERTEX_SHADER

Thu Feb 09 00:18:36 2017|  36| in vec3 vPosition;

Thu Feb 09 00:18:36 2017|  37| in vec3 vNormal;

Thu Feb 09 00:18:36 2017|  38| in vec2 vTex;

Thu Feb 09 00:18:36 2017|  39| in vec4 vColor;

Thu Feb 09 00:18:36 2017|  40| in float vIndex;

Thu Feb 09 00:18:36 2017|  41| in float vInstancedIndex;

Thu Feb 09 00:18:36 2017|  42| in float vSize;

Thu Feb 09 00:18:36 2017|  43| in vec3 vTangent;

Thu Feb 09 00:18:36 2017|  44| in vec3 vBitangent;

Thu Feb 09 00:18:36 2017|  45| in vec4 vUtil0;

Thu Feb 09 00:18:36 2017|  46| in vec4 vUtil1;

Thu Feb 09 00:18:36 2017|  47| in vec4 vUtil2;

Thu Feb 09 00:18:36 2017|  48| in vec4 vUtil3;

Thu Feb 09 00:18:36 2017|  49| in vec2 vTexWorld;

Thu Feb 09 00:18:36 2017|  50| in vec3 vLight;

Thu Feb 09 00:18:36 2017|  51| #endif // VERTEX_SHADER

Thu Feb 09 00:18:36 2017|  52|

Thu Feb 09 00:18:36 2017|  53| #endif // HIGH

Thu Feb 09 00:18:36 2017|  54|

Thu Feb 09 00:18:36 2017|  55| #define NORMAL_MAPPING

Thu Feb 09 00:18:36 2017|  56|

Thu Feb 09 00:18:36 2017|  57| float aberration = 0.06;

Thu Feb 09 00:18:36 2017|  58|

Thu Feb 09 00:18:36 2017|  59|

Thu Feb 09 00:18:36 2017|  60| uniform vec2 textPosition;

Thu Feb 09 00:18:36 2017|  61|

Thu Feb 09 00:18:36 2017|  62| out vec4 color;

Thu Feb 09 00:18:36 2017|  63| out vec2 texCoord;

Thu Feb 09 00:18:36 2017|  64| out vec3 position;

Thu Feb 09 00:18:36 2017|  65|

Thu Feb 09 00:18:36 2017|  66| void main(void)

Thu Feb 09 00:18:36 2017|  67| {

Thu Feb 09 00:18:36 2017|  68|    gl_Position.xyz = vPosition + vec3(textPosition, 0);

Thu Feb 09 00:18:36 2017|  69|    gl_Position.w = 1.0;

Thu Feb 09 00:18:36 2017|  70|

Thu Feb 09 00:18:36 2017|  71|    color = vColor;

Thu Feb 09 00:18:36 2017|  72|    texCoord = vTex;

Thu Feb 09 00:18:36 2017|  73|    position = vPosition;

Thu Feb 09 00:18:36 2017|  74| }

Thu Feb 09 00:18:36 2017|  75|

Thu Feb 09 00:18:36 2017|  76|

Thu Feb 09 00:18:36 2017| "data\shaders\text.frag":

Thu Feb 09 00:18:36 2017| Fragment shader was successfully compiled to run on hardware.

Thu Feb 09 00:18:36 2017|    1| #version 130

Thu Feb 09 00:18:36 2017|    2| #define LOW

Thu Feb 09 00:18:36 2017|    3| #define FRAGMENT_SHADER

 

Link to comment
Share on other sites

Thu Feb 09 00:18:43 2017|  117|    float len = result.r * 0.21 + result.g * 0.71 + result.b * 0.08;

Thu Feb 09 00:18:43 2017|  118|

Thu Feb 09 00:18:43 2017|  119|    // pseudo-desaturate

Thu Feb 09 00:18:43 2017|  120|    result = mix(vec3(len, len, len), result, 0.6);

Thu Feb 09 00:18:43 2017|  121|

Thu Feb 09 00:18:43 2017|  122|    return result + ambient;

Thu Feb 09 00:18:43 2017|  123| }

Thu Feb 09 00:18:43 2017|  124|

Thu Feb 09 00:18:43 2017|  125|

Thu Feb 09 00:18:43 2017|  126| #ifdef SHADOW

Thu Feb 09 00:18:43 2017|  127| in vec4 shadowCoord;

Thu Feb 09 00:18:43 2017|  128| uniform sampler2DShadow shadowMap;

Thu Feb 09 00:18:43 2017|  129| uniform float sampleSize;

Thu Feb 09 00:18:43 2017|  130| uniform float bias;

Thu Feb 09 00:18:43 2017|  131|

Thu Feb 09 00:18:43 2017|  132| #define FADE_OUT 0.05

Thu Feb 09 00:18:43 2017|  133| #define INV_FADE_OUT (1.0 - 0.05)

Thu Feb 09 00:18:43 2017|  134|

Thu Feb 09 00:18:43 2017|  135| float factor()

Thu Feb 09 00:18:43 2017|  136| {

Thu Feb 09 00:18:43 2017|  137|    // transform from 0, 1 to -1, 1

Thu Feb 09 00:18:43 2017|  138|    vec2 coord = shadowCoord.xy * 2.0 - 1.0;

Thu Feb 09 00:18:43 2017|  139|    coord = 1.0 - (abs(coord.xy) - vec2(INV_FADE_OUT)) / FADE_OUT;

Thu Feb 09 00:18:43 2017|  140|    coord = min(vec2(1.0), max(vec2(0.0), coord));

Thu Feb 09 00:18:43 2017|  141|

Thu Feb 09 00:18:43 2017|  142|    return 1.0 - clamp(coord.x * coord.y, 0.0, 1.0);

Thu Feb 09 00:18:43 2017|  143| }

Thu Feb 09 00:18:43 2017|  144|

Thu Feb 09 00:18:43 2017|  145| #ifdef SOFT_SHADOWS

Thu Feb 09 00:18:43 2017|  146| float sampleShadow()

Thu Feb 09 00:18:43 2017|  147| {

Thu Feb 09 00:18:43 2017|  148|    float shadow = 0;

Thu Feb 09 00:18:43 2017|  149|    float size = sampleSize * 1.0;

Thu Feb 09 00:18:43 2017|  150|

Thu Feb 09 00:18:43 2017|  151|    for (float x = -2.0; x <= 2.0; x += 1.0)

Thu Feb 09 00:18:43 2017|  152|    {

Thu Feb 09 00:18:43 2017|  153|        for (float y = -2.0; y <= 2.0; y += 1.0)

Thu Feb 09 00:18:43 2017|  154|        {

Thu Feb 09 00:18:43 2017|  155|            shadow += texture(shadowMap, vec3(shadowCoord.xy + vec2(size * x, size * y), (shadowCoord.z - bias) / shadowCoord.w));

Thu Feb 09 00:18:43 2017|  156|        }

Thu Feb 09 00:18:43 2017|  157|    }

Thu Feb 09 00:18:43 2017|  158|

Thu Feb 09 00:18:43 2017|  159|    return mix(shadow / 25.0, 1.0, factor());

Thu Feb 09 00:18:43 2017|  160| }

Thu Feb 09 00:18:43 2017|  161| #else

Thu Feb 09 00:18:43 2017|  162| float sampleShadow()

Thu Feb 09 00:18:43 2017|  163| {

Thu Feb 09 00:18:43 2017|  164|    return mix(texture(shadowMap, vec3(shadowCoord.xy, (shadowCoord.z - bias) / shadowCoord.w)), 1.0, factor());

Thu Feb 09 00:18:43 2017|  165| }

Thu Feb 09 00:18:43 2017|  166| #endif

Thu Feb 09 00:18:43 2017|  167|

Thu Feb 09 00:18:43 2017|  168| #endif

Thu Feb 09 00:18:43 2017|  169|

Thu Feb 09 00:18:43 2017|  170| #ifdef NORMAL_MAPPING

Thu Feb 09 00:18:43 2017|  171| uniform sampler2D normalOverlayTexture;

Thu Feb 09 00:18:43 2017|  172| uniform sampler2D normalTexture;

Thu Feb 09 00:18:43 2017|  173| in vec3 tangent;

Thu Feb 09 00:18:43 2017|  174| in vec3 bitangent;

Thu Feb 09 00:18:43 2017|  175| #endif // NORMAL_MAPPING

Thu Feb 09 00:18:43 2017|  176|

Thu Feb 09 00:18:43 2017|  177| #ifdef REFLECTIONS

Thu Feb 09 00:18:43 2017|  178| uniform float minReflectivity;

Thu Feb 09 00:18:43 2017|  179| uniform float maxReflectivity;

Thu Feb 09 00:18:43 2017|  180| uniform samplerCube skyTexture;

Thu Feb 09 00:18:43 2017|  181| #endif // REFLECTIONS

Thu Feb 09 00:18:43 2017|  182|

Thu Feb 09 00:18:43 2017|  183| #ifdef OVERLAY

Thu Feb 09 00:18:43 2017|  184| uniform sampler2D overlayTexture;

Thu Feb 09 00:18:43 2017|  185| #endif // OVERLAY

Thu Feb 09 00:18:43 2017|  186|

Thu Feb 09 00:18:43 2017|  187| #ifdef GLOW_TEXTURE

Thu Feb 09 00:18:43 2017|  188| uniform sampler2D glowTexture;

Thu Feb 09 00:18:43 2017|  189| #endif // GLOW_TEXTURE

Thu Feb 09 00:18:43 2017|  190|

Thu Feb 09 00:18:43 2017|  191|

Thu Feb 09 00:18:43 2017|  192|

Thu Feb 09 00:18:43 2017|  193|

Thu Feb 09 00:18:43 2017|  194|

Thu Feb 09 00:18:43 2017|  195| void main()

Thu Feb 09 00:18:43 2017|  196| {

Thu Feb 09 00:18:43 2017|  197|    vec4 texBase = texture(platingTexture, texWorld);

Thu Feb 09 00:18:43 2017|  198|    vec4 texColor = texBase * color;

Thu Feb 09 00:18:43 2017|  199|

Thu Feb 09 00:18:43 2017|  200| #ifdef OVERLAY

Thu Feb 09 00:18:43 2017|  201|    vec4 texOverlay = texture(overlayTexture, texWorld);

Thu Feb 09 00:18:43 2017|  202|

Thu Feb 09 00:18:43 2017|  203|    texColor.rgb = mix(texColor.rgb, texOverlay.rgb, texOverlay.a);

Thu Feb 09 00:18:43 2017|  204|    texBase.rgb = texColor.rgb;

Thu Feb 09 00:18:43 2017|  205| #endif // OVERLAY

Thu Feb 09 00:18:43 2017|  206|

Thu Feb 09 00:18:43 2017|  207| #ifdef NORMAL_MAPPING

Thu Feb 09 00:18:43 2017|  208|    mat3 tangentToWorld = mat3(

Thu Feb 09 00:18:43 2017|  209|                              normalize(bitangent),

Thu Feb 09 00:18:43 2017|  210|                              normalize(tangent),

Thu Feb 09 00:18:43 2017|  211|                              normalize(normal)

Thu Feb 09 00:18:43 2017|  212|                          );

Thu Feb 09 00:18:43 2017|  213|

Thu Feb 09 00:18:43 2017|  214|    vec3 normalTex = texture(normalTexture, texWorld).zyx;

Thu Feb 09 00:18:43 2017|  215|    vec4 normalOverlay = texture(normalOverlayTexture, texCoord);

Thu Feb 09 00:18:43 2017|  216|    normalTex = mix(normalTex, normalOverlay.xyz, normalOverlay.a);

Thu Feb 09 00:18:43 2017|  217|    texColor = mix(texColor, color, normalOverlay.a);

Thu Feb 09 00:18:43 2017|  218|

Thu Feb 09 00:18:43 2017|  219|    vec3 normalRead = (normalTex - vec3(0.5)) * 2.0;

Thu Feb 09 00:18:43 2017|  220|    vec3 nnormal = normalize(tangentToWorld * normalRead);

Thu Feb 09 00:18:43 2017|  221| #else

Thu Feb 09 00:18:43 2017|  222|    vec3 nnormal = normalize(normal);

Thu Feb 09 00:18:43 2017|  223| #endif

Thu Feb 09 00:18:43 2017|  224|

Thu Feb 09 00:18:43 2017|  225| //    outFragColor.rgb = nnormal.rgb;

Thu Feb 09 00:18:43 2017|  226| //    outFragColor.a = 1.0;

Thu Feb 09 00:18:43 2017|  227| //    return;

Thu Feb 09 00:18:43 2017|  228|

Thu Feb 09 00:18:43 2017|  229|    vec3 eyedir = normalize(position - eye);

Thu Feb 09 00:18:43 2017|  230|

Thu Feb 09 00:18:43 2017|  231|    // direct lighting

Thu Feb 09 00:18:43 2017|  232|    float lightIntensity = clamp(dot(nnormal, normalize(-lightDir)), 0.0, 1.0);

Thu Feb 09 00:18:43 2017|  233|    vec3 lighting = lightIntensity * lightColor;

Thu Feb 09 00:18:43 2017|  234|

Thu Feb 09 00:18:43 2017|  235|    // shadow

Thu Feb 09 00:18:43 2017|  236| #ifdef SHADOW

Thu Feb 09 00:18:43 2017|  237|    float shadow = sampleShadow();

Thu Feb 09 00:18:43 2017|  238|    lighting = lighting * shadow;

Thu Feb 09 00:18:43 2017|  239| #endif // SHADOW

Thu Feb 09 00:18:43 2017|  240|

Thu Feb 09 00:18:43 2017|  241|    // ambient lighting

Thu Feb 09 00:18:43 2017|  242|    lighting += getAmbientLighting(nnormal);

Thu Feb 09 00:18:43 2017|  243|    lighting += ambientLight;

Thu Feb 09 00:18:43 2017|  244|

Thu Feb 09 00:18:43 2017|  245|    outFragColor.rgb = texColor.rgb * lighting;

Thu Feb 09 00:18:43 2017|  246|

Thu Feb 09 00:18:43 2017|  247|    // reflections

Thu Feb 09 00:18:43 2017|  248|    vec3 rnormal = normalize(nnormal + ((vec3(1.0) - texBase.rgb) * aberration) - aberration / 2);

Thu Feb 09 00:18:43 2017|  249|    vec3 eyeReflected = reflect(eyedir, rnormal);

Thu Feb 09 00:18:43 2017|  250|

Thu Feb 09 00:18:43 2017|  251|    float reflectivity = 0.0;

Thu Feb 09 00:18:43 2017|  252| #ifdef REFLECTIONS

Thu Feb 09 00:18:43 2017|  253|    reflectivity = minReflectivity + (maxReflectivity - minReflectivity) * (1.0 - dot(-eyedir, nnormal));

Thu Feb 09 00:18:43 2017|  254|

Thu Feb 09 00:18:43 2017|  255| #ifdef OVERLAY

Thu Feb 09 00:18:43 2017|  256|    reflectivity += texOverlay.a * 0.3;

Thu Feb 09 00:18:43 2017|  257| #endif // OVERLAY

Thu Feb 09 00:18:43 2017|  258|

Thu Feb 09 00:18:43 2017|  259| #if !defined(DEFERRED)

Thu Feb 09 00:18:43 2017|  260|    vec3 reflection = texture(skyTexture, eyeReflected).rgb;

Thu Feb 09 00:18:43 2017|  261|    outFragColor.rgb += reflection * reflectivity;

Thu Feb 09 00:18:43 2017|  262| #endif

Thu Feb 09 00:18:43 2017|  263|

Thu Feb 09 00:18:43 2017|  264| #endif // REFLECTIONS

Thu Feb 09 00:18:43 2017|  265|

Thu Feb 09 00:18:43 2017|  266|    // specular highlight

Thu Feb 09 00:18:43 2017|  267|    float specular = clamp(dot(normalize(-lightDir), eyeReflected), 0.0, 1.0);

Thu Feb 09 00:18:43 2017|  268| #ifdef OVERLAY

Thu Feb 09 00:18:43 2017|  269|    specular = pow(specular, (glossyness + texOverlay.a * 1000.0)) * (specularity + texOverlay.a * 2.0);

Thu Feb 09 00:18:43 2017|  270| #else

Thu Feb 09 00:18:43 2017|  271|    specular = pow(specular, glossyness) * specularity;

Thu Feb 09 00:18:43 2017|  272| #endif

Thu Feb 09 00:18:43 2017|  273| #ifdef SHADOW

Thu Feb 09 00:18:43 2017|  274|    specular *= shadow;

Thu Feb 09 00:18:43 2017|  275| #endif // SHADOW

Thu Feb 09 00:18:43 2017|  276|    outFragColor.rgb += specular * texBase.r * lightColor;

Thu Feb 09 00:18:43 2017|  277|

Thu Feb 09 00:18:43 2017|  278|    vec4 highlightColor = texture(highlightTexture, texCoord);

Thu Feb 09 00:18:43 2017|  279|    highlightColor.rgb = highlightIntensity * (util0.rgb + vec3(0.6)) * (highlightColor.rgb + 0.3);

Thu Feb 09 00:18:43 2017|  280|

Thu Feb 09 00:18:43 2017|  281|    // energy highlights

Thu Feb 09 00:18:43 2017|  282|    outFragColor.rgb = mix(outFragColor.rgb, highlightColor.rgb, highlightColor.a);

Thu Feb 09 00:18:43 2017|  283|

Thu Feb 09 00:18:43 2017|  284|

Thu Feb 09 00:18:43 2017|  285| #ifdef GLOW_TEXTURE

Thu Feb 09 00:18:43 2017|  286|    // glow

Thu Feb 09 00:18:43 2017|  287|    vec4 glow = texture(glowTexture, texWorld);

Thu Feb 09 00:18:43 2017|  288|    outFragColor.rgb += glow.rgb * 2.0f;

Thu Feb 09 00:18:43 2017|  289| #endif // GLOW

Thu Feb 09 00:18:43 2017|  290|

Thu Feb 09 00:18:43 2017|  291|    outFragColor.a = 1;

Thu Feb 09 00:18:43 2017|  292|

Thu Feb 09 00:18:43 2017|  293| #if defined(DEFERRED)

Thu Feb 09 00:18:43 2017|  294|    outNormalColor.rgb = rnormal;

Thu Feb 09 00:18:43 2017|  295|    outNormalColor.a = reflectivity;

Thu Feb 09 00:18:43 2017|  296|    outPositionColor.rgb = position;

Thu Feb 09 00:18:43 2017|  297|    outPositionColor.a = gl_FragCoord.z / gl_FragCoord.w;

Thu Feb 09 00:18:43 2017|  298| #else

Thu Feb 09 00:18:43 2017|  299|    // fog

Thu Feb 09 00:18:43 2017|  300|    vec3 fogColor = texture(fogTexture, eyedir).rgb;

Thu Feb 09 00:18:43 2017|  301|    float fogDistance = gl_FragCoord.z / gl_FragCoord.w;

Thu Feb 09 00:18:43 2017|  302|    float fogAmount = min(maxFoggyness, 1.0 - exp(-fogDistance * fogStrength));

Thu Feb 09 00:18:43 2017|  303|    outFragColor.rgb = mix(outFragColor.rgb, fogColor.rgb, fogAmount);

Thu Feb 09 00:18:43 2017|  304| #endif

Thu Feb 09 00:18:43 2017|  305|

Thu Feb 09 00:18:43 2017|  306| }

Thu Feb 09 00:18:43 2017|  307|

Thu Feb 09 00:18:43 2017| Error:

Thu Feb 09 00:18:43 2017| Vertex shader(s) linked, fragment shader(s) linked.

Thu Feb 09 00:18:43 2017| 

Thu Feb 09 00:18:43 2017| GL DBG: HIGH TYPE_ERROR API 2162: glClear failed because the currently set GL_DRAW_FRAMEBUFFER binding has incomplete status 'GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER' (GL_INVALID_FRAMEBUFFER_OPERATION)

Thu Feb 09 00:18:43 2017| void Rendering::clear(const Color&):383: GLError in glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT): GL_INVALID_FRAMEBUFFER_OPERATION

Thu Feb 09 00:18:43 2017| GL DBG: HIGH TYPE_ERROR API 1000: glDrawElements has generated an error (GL_INVALID_FRAMEBUFFER_OPERATION)

Thu Feb 09 00:18:43 2017| GL DBG: HIGH TYPE_ERROR API 2162: glDrawElements failed because the currently set GL_DRAW_FRAMEBUFFER binding has incomplete status 'GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER' (GL_INVALID_FRAMEBUFFER_OPERATION)

Thu Feb 09 00:18:43 2017| void IndexedSubSet<Vertex>::render() const [with Vertex = cp::BlockVertex]:66: GLError in glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0): GL_INVALID_FRAMEBUFFER_OPERATION

Thu Feb 09 00:18:43 2017| GL DBG: HIGH TYPE_ERROR API 2162: glDrawElements failed because the currently set GL_DRAW_FRAMEBUFFER binding has incomplete status 'GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER' (GL_INVALID_FRAMEBUFFER_OPERATION)

Thu Feb 09 00:18:43 2017| void IndexedSubSet<Vertex>::render() const [with Vertex = cp::BlockVertexEx]:66: GLError in glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0): GL_INVALID_FRAMEBUFFER_OPERATION

Thu Feb 09 00:18:43 2017| GL DBG: HIGH TYPE_ERROR API 2162: glDrawElements failed because the currently set GL_DRAW_FRAMEBUFFER binding has incomplete status 'GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER' (GL_INVALID_FRAMEBUFFER_OPERATION)

Thu Feb 09 00:18:43 2017| void IndexedSubSet<Vertex>::render() const [with Vertex = cp::BlockVertex]:66: GLError in glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0): GL_INVALID_FRAMEBUFFER_OPERATION

Thu Feb 09 00:18:43 2017| GL DBG: HIGH TYPE_ERROR API 2162: glDrawElements failed because the currently set GL_DRAW_FRAMEBUFFER binding has incomplete status 'GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER' (GL_INVALID_FRAMEBUFFER_OPERATION)

Thu Feb 09 00:18:43 2017| void IndexedSubSet<Vertex>::render() const [with Vertex = cp::BlockVertex]:66: GLError in glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0): GL_INVALID_FRAMEBUFFER_OPERATION

Thu Feb 09 00:18:43 2017| GL DBG: HIGH TYPE_ERROR API 2162: glDrawElements failed because the currently set GL_DRAW_FRAMEBUFFER binding has incomplete status 'GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER' (GL_INVALID_FRAMEBUFFER_OPERATION)

Thu Feb 09 00:18:43 2017| void IndexedSubSet<Vertex>::render() const [with Vertex = cp::BlockVertexEx]:66: GLError in glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0): GL_INVALID_FRAMEBUFFER_OPERATION

 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...