Stan` Posted October 11, 2014 Report Share Posted October 11, 2014 Today I learnt that the map unit demo allows to display all the buildings in order to cache every texture. So I decided to try it. On the Vanilla Game I get à 1285 error and a 1282.http://stackoverflow.com/questions/15722803/opengl-shader-error-1282http://stackoverflow.com/questions/13376021/devil-ilload-error-1285I also get some glitches on the mounted units.Here is a screenshot (I have more models than you do cause I have mods enabled here) Quote Link to comment Share on other sites More sharing options...
feneur Posted October 11, 2014 Report Share Posted October 11, 2014 Hmm, it's not 100% clear from your post whether or not you get the errors with just SVN as you first say with the vanilla game, and then at the screenshot mentions additional units from mods. I certainly don't get any such errors in the SVN version. (On Windows 7.)Also, it would really be helpful if you would be more specific than "get some glitches". If it's difficult to describe in words, please take a screenshot of it, or possibly record a video if it's hard to tell in a screenshot. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 11, 2014 Author Report Share Posted October 11, 2014 Don't you see the glitches on that screenshot ? The unit distorsion.I'm using svn.How many VRAM (GPU Memory do you have) I have 1GB. Quote Link to comment Share on other sites More sharing options...
feneur Posted October 11, 2014 Report Share Posted October 11, 2014 I see some weird lines in the background if that's what you mean. I would suggest that you try deleting the cache to see if that fixes those though, or rather iirc that kind of thing (or at least what it looks like, it's not much one can see far in the distance there) usually is a sign that something is wrong with the cache.I have 512MB VRAM (and 8GB RAM). Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 12, 2014 Author Report Share Posted October 12, 2014 Good to know that at least it's not because too many things get cached in the GPU. I'll see if I can get on IRC. Weirdly Enough the 1285 error is the one I get when doing the animation bug in atlas. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted October 12, 2014 Report Share Posted October 12, 2014 You could use a tool like gDEbugger to run the game, and set it to break on detected GL errors. Then when you get the 1285 error, you can take a look at the GPU memory usage and see if anything sticks out (it will show everything in GPU memory: textures, shaders, FBOs, VBOs, etc). Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 12, 2014 Author Report Share Posted October 12, 2014 How can I set it up ? Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted October 12, 2014 Report Share Posted October 12, 2014 Assuming you're on Windows: Download and install it, create a new project with the wizard, point it to wherever your pyrogenesis.exe is, and accept all the defaults until it's finished. You can set a breakpoint with Breakpoints > Break on Detected Error. Then press F5 or clicking the green arrow will start the game as usual. Now at any time you can press F6 or use Debug > Break inside gDebugger to break into the debugger, or wait until there is an error and it will break automatically. I would recommend testing in windowed mode, not fullscreen. Once you've broken into the debugger, View > Viewers > Graphic and Compute memory analysis viewer or Ctrl+Shift+M will open up a window that shows the GPU memory usage. Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 12, 2014 Author Report Share Posted October 12, 2014 It didn't break... Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 12, 2014 Author Report Share Posted October 12, 2014 It broke way after (in the background so the program popped up) Here is the ctrl-shift m data :pyrogenesis-gDEBuggerGraphicMemoryData.7z Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted October 12, 2014 Report Share Posted October 12, 2014 Ah I see you got it working Thanks for providing the data! It's only textures? ~274 MB which is a lot but still much less than the 1GB you have, you might look at the other objects I mentioned (framebuffers, vertex buffers, shaders, etc) Maybe it doesn't break on out of memory errors :/ Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 12, 2014 Author Report Share Posted October 12, 2014 Here is a detailed view. However that doesn't link the graphic card to be faulty... Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted October 12, 2014 Report Share Posted October 12, 2014 Can you see which texture #28 is? It may be obvious from looking at it, or you may have to look at a call stack for it. The "Graphic and Compute memory analysis viewer" should let you view the individual textures. Quote Link to comment Share on other sites More sharing options...
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