DOOM 3: BFG Edition

DOOM 3: BFG Edition

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Haloruler64 18. okt. 2012 kl. 0:22
Causes For "Unable To Initialize OpenGL" Discussion Thread + FIX!
I'm sure many of you have experienced this. I have too. I think I have discovered a few possible causes for it.

1. One of the most likely: Problems with Optimus.
I have an Alienware M14x R1. The Intel HD 3000 graphics processor is what controls the internal display. An external monitor plugged in through HDMI is controlled by the dedicated graphics, in my case, a GT555M. External monitor, doesn't work no matter what resolution it's running. Internal display, it starts and runs fine. Possibly a problem with Optimus. If you get this issue, does your laptop have Optimus technology?

2. Dedicated graphics pushing a monitor.
This is a general one. If you have a dedicated GPU pushing a monitor, it might make it fail. It might only run on Intel HD powered displays, even if you have a dedicated GPU. If you have a desktop and have a monitor plugged into a dedicated GPU, and you do get this error, are you using HDMI or VGA or DVI? Tell us more info.

3. Possible problem with HDMI connections?
Not at all sure about this one, bit of a shot in the dark. HDMI could make it fail. If you use a monitor, tell us how it's plugged in.

Let's congregate some info here. Try not to post without reading. Don't post duplicate info unless it hasn't been confirmed yet. And I don't think logs are all that important, copied from the error screen. Just describe your setup a bit. Thank you!

EDIT: User vault2049 has posted a working fix! Worked for us anyway, try it!

1. Navigate to C:\Users\*your username*\Saved Games\id Software\DOOM 3 BFG\base and find file "D3BFGConfig.cfg"
2. Open file with Notepad (I use Notepad++, great program) and edit line r_fullscreen "1" and set it to "3".
3. Go into game and set Monitor 3 resolution to your res.

Hope it helps!
Sidst redigeret af Haloruler64; 19. okt. 2012 kl. 1:36
< >
Viser 31-45 af 53 kommentarer
ToastyEggroll 9. dec. 2012 kl. 14:03 
Terrible fix but i lowered my resolution, kept getting the window with the opengl issue lowered my Resi from 1920x1080 to 1280x768 worked fine.
alienware_666 29. apr. 2013 kl. 12:42 
I know one thing for sure!!!! if you play doom 3 bfg edition on a vga connection it works, if you play te game on a hdmi connection it quits with a opengl error. even monitors with both connections. HDMI fail, VGA no problem. Hilarious because the orginal worked on both. pfff WORK ON IT FAST!!!
alienware_666 29. apr. 2013 kl. 12:47 
And I tested this on 3 screens, one which had only hdmi, and 2 with hdmi and vga. Simple.. plug in the hdmi cable into screen and it crashed with the OpenGL error. Made a connection between pc and monitor with vga cable, works like a charm. and again please fix this i'm waiting 2 months for an update.
NeedlaPudge 2. maj 2013 kl. 22:12 
This is how I solved my problems, I don't see it listed above. http://steamcommunity.com/app/208200/discussions/0/810923021647078345/
3o 5. maj 2013 kl. 5:02 
Sorry guys to be a pain and repost what has already been reposted a thousand times.
I'm still getting the error. I updated my graphics drivers, after checking that my system should be able to run it. Still nothing. I've tried various methods of setting it so it does not open fullscreen (the one in the op and also -windowed in launch options). Nada.
Spec:
Vista 32 bit
Intel Core 2 Duo E7500
Intel G33/31 Express Chipset family w/ latest driver (7.15.10.1666)
1280x720 @60Hz
M65AtomicCannon 5. jan. 2014 kl. 13:49 
Having same problem, tried everything in this thread and the link to the audio thing to no avail. I'm also having this problem even though I'm using VGA.

HP laptop with Win7 SP1
Core i3 M370 @2.4ghz
Intel HD graphics
Onyxheart 27. jan. 2014 kl. 17:19 
i've been having the same issue, i even contacted bethesda support...they told me my card isn't strong enough to play the game >.>

Dell Inspiron 5720 laptop
Intel Core i7-3612QM @ 2.10 GHz
8 GB RAM
Windows 7 64 bit
Intel Graphics HD 4000
Nintonito 29. jan. 2014 kl. 9:44 
I'd just like to contribute one small detail. For those with Intel HD 3000, the problem could be caused by a lack of feature level support. Doom 3 BFG requires OpenGL 3.2 to run, and Intel HD 3000 only supports 3.0(3.1 if you're good). So if you have only the intergrated card, your SOL. For those with optimus setups, try fully disabling your Intel GPU.
DarkCaos 18. mar. 2014 kl. 9:07 
ok this makes no sence i dont have a game save because i could never launch it....i need a REAL fix like why would the company make this game and half ass the launch
oniChan 4. sep. 2014 kl. 12:48 
QA Timing INIT: 000004ms
D3BFG 1.1400 win-x86 Nov 9 2012 10:38:21
2194 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
3040 MB System Memory
64 MB Video Memory
Winsock Initialized
Found interface: {7B769F03-630E-4A1E-BA15-228CB585F206} Remote NDIS based Internet Sharing Device #2 - 192.168.42.198/255.255.255.0
Found interface: {AF884CD4-A81B-478F-A4B7-333A2DD2BDCF} Dell Wireless 1397 WLAN Mini-Card - 0.0.0.0 NULL netmask - skipped
Found interface: {A2AF827A-19E9-4554-AB2A-21B0B2307BDC} Marvell Yukon 88E8040 PCI-E Fast Ethernet Controller - 0.0.0.0 NULL netmask - skipped
Found interface: {FE7A6C56-7C03-4A1C-A572-ABD4F78516D5} VMware Virtual Ethernet Adapter for VMnet1 - 192.168.248.1/255.255.255.0
Found interface: {68109A37-6C0B-4F6E-8963-4BAF9EDC726E} VMware Virtual Ethernet Adapter for VMnet8 - 192.168.150.1/255.255.255.0
Sys_InitNetworking: adding loopback interface
doom using MMX & SSE for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Loaded resource file _common.resources
Loaded resource file _ordered.resources
Loaded resource file _sound_pc.resources
Loaded resource file _sound_pc_en.resources
Reading resource CRCs...
Current search path:
C:\DOOM 3 BFG Edition/base
C:\Users\Abrez\Saved Games\id Software\DOOM 3 BFG/base
file system initialized.
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
------------------------------
Couldn't open journal files
execing default.cfg
execing D3BFGConfig.cfg
couldn't exec autoexec.cfg
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:4 stereo:0 fullscreen:0
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
X..WGL_EXT_swap_control_tear not found
...created window @ 0,0 (1296x758)
Initializing OpenGL driver
...SetPixelFormat failed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): failed
...releasing DC: failed
...shutting down QGL
...unloading OpenGL DLL
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:1
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
X..WGL_EXT_swap_control_tear not found
display device: 0
DeviceName : \\.\DISPLAY1
DeviceString: Mobile Intel(R) 4 Series Express Chipset Family
StateFlags : 0x5
DeviceID : PCI\VEN_8086&DEV_2A42&SUBSYS_02AA1028&REV_07
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{C1884BF6-1047-4AF6-A849-78BFFDB36996}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: Generic PnP Monitor
StateFlags : 0x3
DeviceID : MONITOR\SEC5441\{4d36e96e-e325-11ce-bfc1-08002be10318}\0000
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0000
dmPosition.x : 0
dmPosition.y : 0
dmBitsPerPel : 32
dmPelsWidth : 1366
dmPelsHeight : 768
dmDisplayFlags : 0x0
dmDisplayFrequency: 60
...calling CDS: ok
display device: 0
DeviceName : \\.\DISPLAY1
DeviceString: Mobile Intel(R) 4 Series Express Chipset Family
StateFlags : 0x5
DeviceID : PCI\VEN_8086&DEV_2A42&SUBSYS_02AA1028&REV_07
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{C1884BF6-1047-4AF6-A849-78BFFDB36996}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: Generic PnP Monitor
StateFlags : 0x3
DeviceID : MONITOR\SEC5441\{4d36e96e-e325-11ce-bfc1-08002be10318}\0000
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0000
dmPosition.x : 0
dmPosition.y : 0
dmBitsPerPel : 32
dmPelsWidth : 1280
dmPelsHeight : 720
dmDisplayFlags : 0x0
dmDisplayFrequency: 60
...created window @ 0,0 (1280x720)
Initializing OpenGL driver
...SetPixelFormat failed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): failed
...releasing DC: failed
...resetting display
...shutting down QGL
...unloading OpenGL DLL
Unknown command 'vid_restart'
Unable to initialize OpenGL
Shutting down OpenGL subsystem
...shutting down QGL


i am having a same problem with doom 3 bgf edition openGL error
Nintonito 4. sep. 2014 kl. 13:08 
Missing required OpenGl version 3.2. Upgrade your computer.
Comlin 10. okt. 2014 kl. 0:54 
QA Timing INIT: 000116ms
D3BFG 1.1400 win-x86 Nov 9 2012 10:38:21
2894 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
3968 MB System Memory
1791 MB Video Memory
Winsock Initialized
Found interface: {C3A6BDF4-52AF-42AC-8C21-8526E853E240} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {2FF9A30D-3773-4B88-9697-D5FDB6BB5FD8} Realtek PCIe GBE Family Controller - 0.0.0.0 NULL netmask - skipped
Found interface: {55FA36D9-1FF1-41B5-B070-B05234A90A85} Dell Wireless 1506 802.11b/g/n (2.4GHz) - 192.168.1.4/255.255.255.0
Sys_InitNetworking: adding loopback interface
doom using MMX & SSE for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Loaded resource file _common.resources
Loaded resource file _ordered.resources
Loaded resource file _sound_pc.resources
Loaded resource file _sound_pc_en.resources
Reading resource CRCs...
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\DOOM 3 BFG Edition/base
C:\Users\Alex\Saved Games\id Software\DOOM 3 BFG/base
file system initialized.
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
------------------------------
Couldn't open journal files
execing default.cfg
couldn't exec D3BFGConfig.cfg
couldn't exec autoexec.cfg
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:0
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...using WGL_EXT_swap_control_tear
...created window @ 0,0 (1296x759)
Initializing OpenGL driver
...creating GL context: created OpenGL 3.2 context
succeeded
...making context current: succeeded
...using WGL_EXT_swap_control_tear

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
freespace_version: 0.6
0 freespace devices
------------------------------------
OpenGL Version: 3.2
OpenGL Vendor : Intel
OpenGL GLSL : 1.5
...using GL_ARB_multitexture
X..GL_EXT_direct_state_access not found
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_EXT_texture_lod_bias
...using GL_ARB_seamless_cube_map
...using GL_ARB_framebuffer_sRGB
...using GL_ARB_vertex_buffer_object
...using GL_ARB_map_buffer_range
...using GL_ARB_vertex_array_object
...using GL_ARB_draw_elements_base_vertex
...using GL_ARB_fragment_program
...using GL_ARB_uniform_buffer_object
X..GL_EXT_depth_bounds_test not found
...using GL_ARB_sync
...using GL_ARB_occlusion_query
...using GL_ARB_timer_query
X..GL_ARB_debug_output not found
----- Initializing Render Shaders -----
While compiling vertex program renderprogs\gui.vertex
-----------------
1: #version 150

2: #define PC

3:

4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }

5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }

6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }

7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }

8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }

9:

10:

11: uniform vec4 _va_[4];

12:

13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }

14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }

15: vec4 swizzleColor (vec4 c ) {return c ; }

16:

17: in vec4 in_Position;

18: in vec2 in_TexCoord;

19: in vec4 in_Normal;

20: in vec4 in_Tangent;

21: in vec4 in_Color;

22: in vec4 in_Color2;

23:

24: out vec4 gl_Position;

25: out vec2 vofi_TexCoord0;

26: out vec4 vofi_TexCoord1;

27: out vec4 gl_FrontColor;

28:

29: void main() {

30: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;

31: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;

32: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;

33: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;

34: vofi_TexCoord0 . xy = in_TexCoord . xy ;

35: vofi_TexCoord1 = ( swizzleColor ( in_Color2 ) * 2 ) - 1 ;

36: gl_FrontColor = swizzleColor ( in_Color ) ;

37: }
-----------------
ERROR: 0:? : 'gl_FrontColor' : variable is not available in current GLSL version


While compiling fragment program renderprogs\gui.pixel
-----------------
1: #version 150

2: #define PC

3:

4: void clip( float v ) { if ( v < 0.0 ) { discard; } }

5: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }

6: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }

7: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }

8:

9: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }

10: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }

11: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }

12: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }

13:

14: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }

15: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }

16:

17: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }

18: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }

19:

20: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }

21: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }

22:

23: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }

24: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }

25: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }

26:

27: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }

28: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }

29: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }

30: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }

31:

32: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }

33: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }

34: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }

35: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }

36:

37: uniform sampler2D samp0;

38:

39: in vec4 gl_FragCoord;

40: in vec2 vofi_TexCoord0;

41: in vec4 vofi_TexCoord1;

42: in vec4 gl_Color;

43:

44: out vec4 gl_FragColor;

45:

46: void main() {

47: vec4 color = ( tex2D ( samp0 , vofi_TexCoord0 ) * gl_Color ) + vofi_TexCoord1 ;

48: gl_FragColor . xyz = color. xyz * color. w ;

49: gl_FragColor . w = color. w ;

50: }
-----------------
ERROR: 0:? : 'gl_Color' : variable is not available in current GLSL version


While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp
Link called without any attached shader objects.

--------- Game Map Shutdown ----------
--------------------------------------
********************
ERROR: While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp

********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
Nintonito 10. okt. 2014 kl. 11:15 
Oprindeligt skrevet af Church2290:
QA Timing INIT: 000116ms
D3BFG 1.1400 win-x86 Nov 9 2012 10:38:21
2894 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
3968 MB System Memory
1791 MB Video Memory
Winsock Initialized
Found interface: {C3A6BDF4-52AF-42AC-8C21-8526E853E240} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {2FF9A30D-3773-4B88-9697-D5FDB6BB5FD8} Realtek PCIe GBE Family Controller - 0.0.0.0 NULL netmask - skipped
Found interface: {55FA36D9-1FF1-41B5-B070-B05234A90A85} Dell Wireless 1506 802.11b/g/n (2.4GHz) - 192.168.1.4/255.255.255.0
Sys_InitNetworking: adding loopback interface
doom using MMX & SSE for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Loaded resource file _common.resources
Loaded resource file _ordered.resources
Loaded resource file _sound_pc.resources
Loaded resource file _sound_pc_en.resources
Reading resource CRCs...
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\DOOM 3 BFG Edition/base
C:\Users\Alex\Saved Games\id Software\DOOM 3 BFG/base
file system initialized.
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
------------------------------
Couldn't open journal files
execing default.cfg
couldn't exec D3BFGConfig.cfg
couldn't exec autoexec.cfg
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:0 stereo:0 fullscreen:0
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...using WGL_EXT_swap_control_tear
...created window @ 0,0 (1296x759)
Initializing OpenGL driver
...creating GL context: created OpenGL 3.2 context
succeeded
...making context current: succeeded
...using WGL_EXT_swap_control_tear

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
freespace_version: 0.6
0 freespace devices
------------------------------------
OpenGL Version: 3.2
OpenGL Vendor : Intel
OpenGL GLSL : 1.5
...using GL_ARB_multitexture
X..GL_EXT_direct_state_access not found
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_EXT_texture_lod_bias
...using GL_ARB_seamless_cube_map
...using GL_ARB_framebuffer_sRGB
...using GL_ARB_vertex_buffer_object
...using GL_ARB_map_buffer_range
...using GL_ARB_vertex_array_object
...using GL_ARB_draw_elements_base_vertex
...using GL_ARB_fragment_program
...using GL_ARB_uniform_buffer_object
X..GL_EXT_depth_bounds_test not found
...using GL_ARB_sync
...using GL_ARB_occlusion_query
...using GL_ARB_timer_query
X..GL_ARB_debug_output not found
----- Initializing Render Shaders -----
While compiling vertex program renderprogs\gui.vertex
-----------------
1: #version 150

2: #define PC

3:

4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }

5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }

6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }

7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }

8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }

9:

10:

11: uniform vec4 _va_[4];

12:

13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }

14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }

15: vec4 swizzleColor (vec4 c ) {return c ; }

16:

17: in vec4 in_Position;

18: in vec2 in_TexCoord;

19: in vec4 in_Normal;

20: in vec4 in_Tangent;

21: in vec4 in_Color;

22: in vec4 in_Color2;

23:

24: out vec4 gl_Position;

25: out vec2 vofi_TexCoord0;

26: out vec4 vofi_TexCoord1;

27: out vec4 gl_FrontColor;

28:

29: void main() {

30: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;

31: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;

32: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;

33: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;

34: vofi_TexCoord0 . xy = in_TexCoord . xy ;

35: vofi_TexCoord1 = ( swizzleColor ( in_Color2 ) * 2 ) - 1 ;

36: gl_FrontColor = swizzleColor ( in_Color ) ;

37: }
-----------------
ERROR: 0:? : 'gl_FrontColor' : variable is not available in current GLSL version


While compiling fragment program renderprogs\gui.pixel
-----------------
1: #version 150

2: #define PC

3:

4: void clip( float v ) { if ( v < 0.0 ) { discard; } }

5: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }

6: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }

7: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }

8:

9: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }

10: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }

11: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }

12: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }

13:

14: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }

15: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }

16:

17: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }

18: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }

19:

20: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }

21: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }

22:

23: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }

24: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }

25: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }

26:

27: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }

28: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }

29: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }

30: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }

31:

32: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }

33: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }

34: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }

35: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }

36:

37: uniform sampler2D samp0;

38:

39: in vec4 gl_FragCoord;

40: in vec2 vofi_TexCoord0;

41: in vec4 vofi_TexCoord1;

42: in vec4 gl_Color;

43:

44: out vec4 gl_FragColor;

45:

46: void main() {

47: vec4 color = ( tex2D ( samp0 , vofi_TexCoord0 ) * gl_Color ) + vofi_TexCoord1 ;

48: gl_FragColor . xyz = color. xyz * color. w ;

49: gl_FragColor . w = color. w ;

50: }
-----------------
ERROR: 0:? : 'gl_Color' : variable is not available in current GLSL version


While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp
Link called without any attached shader objects.

--------- Game Map Shutdown ----------
--------------------------------------
********************
ERROR: While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp

********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
Update your drivers. Otherwise it may be a hardware limitation.
bmil 20. okt. 2014 kl. 0:13 
I have Intel HD 4000 GPU and experienced the OpenGL error at startup. I installed Driver Booster 2 and updated all my drivers, and now not only does it work, but it runs an average of about 30 - 40 fps on a s*** graphics card (so far).
Twixter 21. mar. 2015 kl. 2:32 
In folder "saved games", there is no folder "id software"
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