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Author Topic: graphics extender  (Read 305118 times)

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SAS~Storebror

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Re: graphics extender
« Reply #396 on: January 27, 2019, 07:19:57 AM »

Self shadowing apparently.
Cool bananas 8)
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slibenli

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Re: graphics extender
« Reply #397 on: January 27, 2019, 08:03:36 AM »

Some progress:


LambdaNorth

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Re: graphics extender
« Reply #398 on: January 30, 2019, 01:02:48 PM »

Hello to all on SAS!

I recently got back to modding this game and wanted to install this great mod after seeing a couple of the beautiful screenshots that people have been making with it. Unfortunately I can't seem to get it to run. The game loads just fine, but crashes to desktop at a 100% when I try to load a QMB mission.

I'm running a barebones SAS Modact install and installed the latest build as per instructions. Water=0 and HardwareShaders=1 have been set as well.

Here's a part of the  il2ge.log in which I found an error. While I'd like to post the whole thing, this is my first post, so linking it via Pastebin isn't be an option.
I hope it helps anyway.

Code: [Select]
Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
ERROR file: File users/doe/Icons not found
Mission: Quick/MTO/MTORedScramble01.mis is Playing
createProgram: 1, 34336
createProgram: 2, 34336
createProgram: 3, 34336
createProgram: 4, 34336
createProgram: 5, 34336
createProgram: 6, 34336
createProgram: 7, 34336
createProgram: 8, 34336
createProgram: 9, 34336
createProgram: 10, 34336
createProgram: 11, 34336
createProgram: 12, 34336
createProgram: 13, 34336
createProgram: 14, 34336
createProgram: 15, 34336
createProgram: 16, 34336
createProgram: 17, 34336
createProgram: 18, 34336
createProgram: 19, 34336
createProgram: 20, 34336
createProgram: 21, 34820
createProgram: 22, 34820
createProgram: 23, 34820
createProgram: 24, 34820
createProgram: 25, 34820
createProgram: 26, 34820
createProgram: 27, 34820
createProgram: 28, 34820
createProgram: 29, 34820
createProgram: 30, 34820
createProgram: 31, 34820
createProgram: 32, 34820
createProgram: 33, 34820
createProgram: 34, 34820
createProgram: 35, 34820
createProgram: 36, 34820
createProgram: 37, 34336
createProgram: 38, 34336
createProgram: 39, 34820
createProgram: 40, 34820
createProgram: 41, 34820
createProgram: 42, 34336
createProgram: 43, 34820
createProgram: 44, 34820
createProgram: 45, 34820
createProgram: 46, 34820
createProgram: 47, 34820
createProgram: 48, 34820
createProgram: 49, 34820
createProgram: 50, 34820
createProgram: 51, 34820
createProgram: 52, 34820
createProgram: 53, 34820
createProgram: 54, 34820
createProgram: 55, 34820
createProgram: 56, 34820
createProgram: 57, 34820
createProgram: 58, 34820
createProgram: 59, 34820
createProgram: 60, 34820
createProgram: 61, 34820
createProgram: 62, 34820
getExport: _Java_com_maddox_il2_engine_Mesh_PreRender@12
getExport: _Java_com_maddox_il2_engine_Landscape_Compute2DBoundBoxOfVisibleLand@24
getExport: _Java_com_maddox_il2_engine_Landscape_ComputeVisibilityOfLandCells@48
getExport: _Java_com_maddox_il2_engine_Landscape_cRefEnd@8
-----------------------------------------------------------
Assertion failed: current_context == g_data.m_main_context
File: /builds/vrresto/il2ge/core_wrapper/main/wgl_wrapper.cpp:348
-----------------------------------------------------------
Aborted.
current thread: 0x974
waiting for backtrace thread to finish ...
target thread: 0x974
-----------------------------------------------------------

Error occurred on Wednesday, January 30, 2019 at 20:22:15.

Registers:
eax=00000000 ebx=02792520 ecx=00000000 edx=0700c7a9 esi=00000000 edi=00000000
eip=772a1d0d esp=0018f214 ebp=0018f284 iopl=0         nv up ei pl zr na po nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00200246

AddrPC   Params
772A1D0D 000000C0 00000970 FFFFFFFF  C:\Windows\SysWOW64\ntdll.dll!ZwSignalAndWaitForSingleObject
02726F83 028526C0 0018F30A 00000001  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!abort  [/builds/vrresto/il2ge/common/exception_handler.cpp @ 221]
027272C5 0285361C 028534B4 0000015C  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!_assert  [/builds/vrresto/il2ge/common/exception_handler.cpp @ 340]
02714307 2CA1195C 0018F45C 0018F3F4  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!getContext  [/builds/vrresto/il2ge/core_wrapper/main/wgl_wrapper.cpp @ 348]
0271FFDB 0018F3A8 00000001 00000000  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!??  [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp @ 712]
027260DE 00008620 00000012 2F9B0040  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!wrap_BindProgramARB  [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/arb_program.cpp @ 460]
29EABDD7 00000000 00000000 00000000  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2_corep4.dll!Java_com_maddox_il2_engine_CfgFlagsEngine_Set

With regards,
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BT~wasted

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Re: graphics extender
« Reply #399 on: January 30, 2019, 03:17:00 PM »

Amazing results!

Looking forward to try new version  :)
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PO_MAK_249RIP

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Re: graphics extender
« Reply #400 on: January 30, 2019, 10:42:07 PM »

Lamda
Just a thought are you using the latest selector here

https://www.sas1946.com/main/index.php/topic,16403.msg176304.html#msg176304
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slibenli

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Re: graphics extender
« Reply #401 on: January 31, 2019, 03:47:01 AM »

Hello to all on SAS!

I recently got back to modding this game and wanted to install this great mod after seeing a couple of the beautiful screenshots that people have been making with it. Unfortunately I can't seem to get it to run. The game loads just fine, but crashes to desktop at a 100% when I try to load a QMB mission.

I'm running a barebones SAS Modact install and installed the latest build as per instructions. Water=0 and HardwareShaders=1 have been set as well.

Here's a part of the  il2ge.log in which I found an error. While I'd like to post the whole thing, this is my first post, so linking it via Pastebin isn't be an option.
I hope it helps anyway.

Code: [Select]
Load bridges
Load static objects
##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
ERROR file: File users/doe/Icons not found
Mission: Quick/MTO/MTORedScramble01.mis is Playing
createProgram: 1, 34336
createProgram: 2, 34336
createProgram: 3, 34336
createProgram: 4, 34336
createProgram: 5, 34336
createProgram: 6, 34336
createProgram: 7, 34336
createProgram: 8, 34336
createProgram: 9, 34336
createProgram: 10, 34336
createProgram: 11, 34336
createProgram: 12, 34336
createProgram: 13, 34336
createProgram: 14, 34336
createProgram: 15, 34336
createProgram: 16, 34336
createProgram: 17, 34336
createProgram: 18, 34336
createProgram: 19, 34336
createProgram: 20, 34336
createProgram: 21, 34820
createProgram: 22, 34820
createProgram: 23, 34820
createProgram: 24, 34820
createProgram: 25, 34820
createProgram: 26, 34820
createProgram: 27, 34820
createProgram: 28, 34820
createProgram: 29, 34820
createProgram: 30, 34820
createProgram: 31, 34820
createProgram: 32, 34820
createProgram: 33, 34820
createProgram: 34, 34820
createProgram: 35, 34820
createProgram: 36, 34820
createProgram: 37, 34336
createProgram: 38, 34336
createProgram: 39, 34820
createProgram: 40, 34820
createProgram: 41, 34820
createProgram: 42, 34336
createProgram: 43, 34820
createProgram: 44, 34820
createProgram: 45, 34820
createProgram: 46, 34820
createProgram: 47, 34820
createProgram: 48, 34820
createProgram: 49, 34820
createProgram: 50, 34820
createProgram: 51, 34820
createProgram: 52, 34820
createProgram: 53, 34820
createProgram: 54, 34820
createProgram: 55, 34820
createProgram: 56, 34820
createProgram: 57, 34820
createProgram: 58, 34820
createProgram: 59, 34820
createProgram: 60, 34820
createProgram: 61, 34820
createProgram: 62, 34820
getExport: _Java_com_maddox_il2_engine_Mesh_PreRender@12
getExport: _Java_com_maddox_il2_engine_Landscape_Compute2DBoundBoxOfVisibleLand@24
getExport: _Java_com_maddox_il2_engine_Landscape_ComputeVisibilityOfLandCells@48
getExport: _Java_com_maddox_il2_engine_Landscape_cRefEnd@8
-----------------------------------------------------------
Assertion failed: current_context == g_data.m_main_context
File: /builds/vrresto/il2ge/core_wrapper/main/wgl_wrapper.cpp:348
-----------------------------------------------------------
Aborted.
current thread: 0x974
waiting for backtrace thread to finish ...
target thread: 0x974
-----------------------------------------------------------

Error occurred on Wednesday, January 30, 2019 at 20:22:15.

Registers:
eax=00000000 ebx=02792520 ecx=00000000 edx=0700c7a9 esi=00000000 edi=00000000
eip=772a1d0d esp=0018f214 ebp=0018f284 iopl=0         nv up ei pl zr na po nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00200246

AddrPC   Params
772A1D0D 000000C0 00000970 FFFFFFFF  C:\Windows\SysWOW64\ntdll.dll!ZwSignalAndWaitForSingleObject
02726F83 028526C0 0018F30A 00000001  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!abort  [/builds/vrresto/il2ge/common/exception_handler.cpp @ 221]
027272C5 0285361C 028534B4 0000015C  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!_assert  [/builds/vrresto/il2ge/common/exception_handler.cpp @ 340]
02714307 2CA1195C 0018F45C 0018F3F4  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!getContext  [/builds/vrresto/il2ge/core_wrapper/main/wgl_wrapper.cpp @ 348]
0271FFDB 0018F3A8 00000001 00000000  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!??  [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/gl_wrapper_main.cpp @ 712]
027260DE 00008620 00000012 2F9B0040  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2ge.dll!wrap_BindProgramARB  [/builds/vrresto/il2ge/core_wrapper/gl_wrapper/arb_program.cpp @ 460]
29EABDD7 00000000 00000000 00000000  C:\Program Files (x86)\Ubisoft\IL-2 Sturmovik 1946\il2_corep4.dll!Java_com_maddox_il2_engine_CfgFlagsEngine_Set

With regards,

Hi LambdaNorth,
which il2ge build were you running? It's printed at the beginning of the log.

LambdaNorth

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Re: graphics extender
« Reply #402 on: January 31, 2019, 04:19:28 AM »

@PO_MAK_249RIP
Yes, that was actually one of the first things I did.

@slibenli
*** il2ge.dll initialization ***
Build: 148166663
Debug: 0

It's the latter build linked in reply #390.
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slibenli

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Re: graphics extender
« Reply #403 on: January 31, 2019, 04:35:40 AM »

@PO_MAK_249RIP
Yes, that was actually one of the first things I did.

@slibenli
*** il2ge.dll initialization ***
Build: 148166663
Debug: 0

It's the latter build linked in reply #390.

Hmm, might be something specific to your configuration - could you post your Render_OpenGL section?

LambdaNorth

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Re: graphics extender
« Reply #404 on: January 31, 2019, 04:42:49 AM »

I'm not sure which part of the log you're specifially referring to, but this looks close enough.

Code: [Select]
getExport: _Java_com_maddox_opengl_gl_GetString@12
  Vendor: NVIDIA Corporation
  Render: GeForce GTX 1050/PCIe/SSE2
  Version: 4.6.0 NVIDIA 398.36
  Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_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_compiled_vertex_array GL_EXT_Cg_shader 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled 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_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_dxt1 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_filter_minmax 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 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_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent 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
Size: 1280x960
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
LoadLibrary: dinput8.dll
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT@16
getExport: _Java_com_maddox_rts_TrackIRWin_nCreateDT__II@16
getExport: _Java_com_maddox_sound_AudioDevice_isControlEnabled@12
getExport: _Java_com_maddox_sound_AudioDevice_setControl@16
getExport: _Java_com_maddox_sound_VGroup_jniSet@16
getExport: _Java_com_maddox_sound_AudioDevice_initialize@16
getExport: _Java_com_maddox_il2_engine_RenderContext_Begin@16

*** Looking for Advanced CPU Instructions...
[code/]
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slibenli

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  • Posts: 618
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #405 on: January 31, 2019, 05:29:02 AM »

I meant Render_OpenGL in conf.ini.

LambdaNorth

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Re: graphics extender
« Reply #406 on: January 31, 2019, 05:46:23 AM »

Sorry for the confusion. Here's the Render_OpenGL section.
Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=3
Water=0
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
[code/]
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slibenli

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  • Posts: 618
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #407 on: January 31, 2019, 06:07:09 AM »

Thanks. What's yout IL-2 version?
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