It should be a Windows issue actually.FlashSoul wrote:I should add that I did install Ubuntu on my system and that Low rendering works fine there.
[WINDOWS] Crash with Low Rendering
Re: [WINDOWS] Crash with Low Rendering
Re: [WINDOWS] Crash with Low Rendering
I just wanted to confirm that the problem isn't the hardware itself as it is able to render correctly on another OS.
Re: [WINDOWS] Crash with Low Rendering
Has anyone found a workaround?
Re: [WINDOWS] Crash with Low Rendering
The low quality render mode requires OpenGL 2.1 or higher and unfortunately it seems that some older graphics cards / drivers do not support it. You can check your OpenGL version with various OpenGL extension viewers. If OpenGL version is lower than 2.1 then turning on low quality mode will crash. I'll try to make it more robust (i.e. not crash) for the next version but unfortunately it's very hard to support OpenGL versions lower than 2.1...
Re: [WINDOWS] Crash with Low Rendering
This crash must have at least 2 reasons. Had also crashes in the re-init phase when setting the low-rendering mode with a "actual" AMD HD 5xxx graphic card (non-onboard, up-to date drivers whcih clearly support OpenGL > 2.1).. Was testing it in-game just for curiosity, have enough FPS.petri wrote:The low quality render mode requires OpenGL 2.1 or higher and unfortunately it seems that some older graphics cards / drivers do not support it. You can check your OpenGL version with various OpenGL extension viewers. If OpenGL version is lower than 2.1 then turning on low quality mode will crash. I'll try to make it more robust (i.e. not crash) for the next version but unfortunately it's very hard to support OpenGL versions lower than 2.1...
Re: [WINDOWS] Crash with Low Rendering
Thanks for the hint petri.
I checked wit GPU Caps viewer and supported opengl version is 2.0.0.
- OpenGL vendor: Intel
- OpenGL renderer: Intel 965/963 Graphics Media Accelerator
- OpenGL Version: 2.0.0 - Build 7.15.10.5076
- GLSL (OpenGL Shading Language) Version: 1.10 - Intel Build 7.15.10.5076
the funny thing is my GPU succesfully complete all OpenGL 2.1 tests BUT "GL 2.1 - Vertex Displacement Mapping" that results in "divide by zero".
Hope it helps. Anyway don't bother, it is a very low priority issue, as long as you have a better pc to play with.
cheers.
full report log:
I checked wit GPU Caps viewer and supported opengl version is 2.0.0.
- OpenGL vendor: Intel
- OpenGL renderer: Intel 965/963 Graphics Media Accelerator
- OpenGL Version: 2.0.0 - Build 7.15.10.5076
- GLSL (OpenGL Shading Language) Version: 1.10 - Intel Build 7.15.10.5076
the funny thing is my GPU succesfully complete all OpenGL 2.1 tests BUT "GL 2.1 - Vertex Displacement Mapping" that results in "divide by zero".
Hope it helps. Anyway don't bother, it is a very low priority issue, as long as you have a better pc to play with.
cheers.
full report log:
SpoilerShow
===================================================
===================================[ System / CPU ]
- CPU Name: Intel(R) Core(TM)2 Duo CPU T7100 @ 1.80GHz
- CPU Core Speed: 1795 MHz
- CPU logical cores: 2
- Family: 6 - Model: 15 - Stepping: 13
- Physical Memory Size: 1013 MB
- Operating System: Windows XP 32-bit build 2600 [Service Pack 3]
- PhysX Version: 9100513
===================================[ Graphics Adapters / GPUs ]
- Current Display Mode: 1280x800 @ 60 Hz - 32 bpp
- GPU 1
- Name: Intel GMA X3100
- GPU codename: GMA X3100
- Device ID: 8086-2A02
- Subdevice ID: 1028- 1F9
- Shader cores: 8
- Driver: 6.14.10.5076 (6-12-2009)
===================================[ OpenGL GPU Capabilities ]
- OpenGL vendor: Intel
- OpenGL renderer: Intel 965/963 Graphics Media Accelerator
- OpenGL Version: 2.0.0 - Build 7.15.10.5076
- GLSL (OpenGL Shading Language) Version: 1.10 - Intel Build 7.15.10.5076
- ARB Texture Units: 8
- Vertex Shader Texture Units: 16
- Pixel Shader Texture Units: 16
- Geometry Shader Texture Units: 0
- Max Texture Size: 2048x2048
- Max Anisotropic Filtering Value: X2.0
- Max Point Sprite Size: 255.0
- Max Dynamic Lights: 16
- Max Viewport Size: 2048x2048
- Max Vertex Uniform Components: 512
- Max Fragment Uniform Components: 1024
- Max Geometry Uniform Components: 0
- Max Varying Float: 41
- Max Vertex Bindable Uniforms: 0
- Max Fragment Bindable Uniforms: 0
- Max Geometry Bindable Uniforms: 0
- Frame Buffer Objects (FBO) Support:[yes]
- Multiple Render Targets / Max draw buffers: 7
- Pixel Buffer Objects (PBO) Support:[yes]
- S3TC Texture Compression Support:[yes]
- ATI 3Dc Texture Compression Support:[no]
- Texture Rectangle Support:[yes]
- Floating Point Textures Support:[no]
- OpenGL Extensions: 69 extensions (GL=62 and WGL=7)
<li>GL_EXT_blend_minmax</li>
<li>GL_EXT_blend_subtract</li>
<li>GL_EXT_blend_color</li>
<li>GL_EXT_abgr</li>
<li>GL_EXT_texture3D</li>
<li>GL_EXT_clip_volume_hint</li>
<li>GL_EXT_compiled_vertex_array</li>
<li>GL_SGIS_texture_edge_clamp</li>
<li>GL_SGIS_generate_mipmap</li>
<li>GL_EXT_draw_range_elements</li>
<li>GL_SGIS_texture_lod</li>
<li>GL_EXT_rescale_normal</li>
<li>GL_EXT_packed_pixels</li>
<li>GL_EXT_separate_specular_color</li>
<li>GL_ARB_multitexture</li>
<li>GL_EXT_texture_env_combine</li>
<li>GL_EXT_bgra</li>
<li>GL_EXT_blend_func_separate</li>
<li>GL_EXT_secondary_color</li>
<li>GL_EXT_fog_coord</li>
<li>GL_EXT_texture_env_add</li>
<li>GL_ARB_texture_cube_map</li>
<li>GL_ARB_transpose_matrix</li>
<li>GL_ARB_texture_env_add</li>
<li>GL_IBM_texture_mirrored_repeat</li>
<li>GL_EXT_multi_draw_arrays</li>
<li>GL_NV_blend_square</li>
<li>GL_ARB_texture_compression</li>
<li>GL_3DFX_texture_compression_FXT1</li>
<li>GL_EXT_texture_filter_anisotropic</li>
<li>GL_ARB_texture_border_clamp</li>
<li>GL_ARB_point_parameters</li>
<li>GL_ARB_texture_env_combine</li>
<li>GL_ARB_texture_env_dot3</li>
<li>GL_ARB_texture_env_crossbar</li>
<li>GL_EXT_texture_compression_s3tc</li>
<li>GL_ARB_shadow</li>
<li>GL_ARB_window_pos</li>
<li>GL_EXT_shadow_funcs</li>
<li>GL_EXT_stencil_wrap</li>
<li>GL_ARB_vertex_program</li>
<li>GL_EXT_texture_rectangle</li>
<li>GL_ARB_fragment_program</li>
<li>GL_EXT_stencil_two_side</li>
<li>GL_ATI_separate_stencil</li>
<li>GL_ARB_vertex_buffer_object</li>
<li>GL_EXT_texture_lod_bias</li>
<li>GL_ARB_occlusion_query</li>
<li>GL_ARB_fragment_shader</li>
<li>GL_ARB_shader_objects</li>
<li>GL_ARB_shading_language_100</li>
<li>GL_ARB_texture_non_power_of_two</li>
<li>GL_ARB_vertex_shader</li>
<li>GL_NV_texgen_reflection</li>
<li>GL_ARB_point_sprite</li>
<li>GL_EXT_blend_equation_separate</li>
<li>GL_ARB_depth_texture</li>
<li>GL_ARB_texture_rectangle</li>
<li>GL_ARB_draw_buffers</li>
<li>GL_ARB_pixel_buffer_object</li>
<li>GL_WIN_swap_hint</li>
<li>GL_EXT_framebuffer_object</li>
<li>WGL_ARB_buffer_region</li>
<li>WGL_ARB_extensions_string</li>
<li>WGL_ARB_make_current_read</li>
<li>WGL_ARB_pixel_format</li>
<li>WGL_ARB_pbuffer</li>
<li>WGL_EXT_extensions_string</li>
<li>WGL_EXT_swap_control</li>
- OpenGL core capabilities: 166 caps listed
<li>GL_MAX_LIST_NESTING: 64</li>
<li>GL_MAX_EVAL_ORDER: 32</li>
<li>GL_MAX_LIGHTS: 16</li>
<li>GL_MAX_CLIP_PLANES: 6</li>
<li>GL_MAX_TEXTURE_SIZE: 2048</li>
<li>GL_MAX_PIXEL_MAP_TABLE: 65536</li>
<li>GL_MAX_ATTRIB_STACK_DEPTH: 16</li>
<li>GL_MAX_MODELVIEW_STACK_DEPTH: 32</li>
<li>GL_MAX_NAME_STACK_DEPTH: 128</li>
<li>GL_MAX_PROJECTION_STACK_DEPTH: 4</li>
<li>GL_MAX_TEXTURE_STACK_DEPTH: 10</li>
<li>GL_MAX_VIEWPORT_DIMS: 2048</li>
<li>GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: 16</li>
<li>GL_MAX_3D_TEXTURE_SIZE: 128</li>
<li>GL_MAX_ELEMENTS_VERTICES: 1024</li>
<li>GL_MAX_ELEMENTS_INDICES: 1024</li>
<li>GL_MAX_TEXTURE_UNITS: 8</li>
<li>GL_MAX_CUBE_MAP_TEXTURE_SIZE: 1024</li>
<li>GL_MAX_TEXTURE_LOD_BIAS: 15</li>
<li>GL_MAX_DRAW_BUFFERS: 7</li>
<li>GL_MAX_VERTEX_ATTRIBS: 16</li>
<li>GL_MAX_TEXTURE_COORDS: 8</li>
<li>GL_MAX_TEXTURE_IMAGE_UNITS: 16</li>
<li>GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 1024</li>
<li>GL_MAX_VERTEX_UNIFORM_COMPONENTS: 512</li>
<li>GL_MAX_VARYING_FLOATS: 41</li>
<li>GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 16</li>
<li>GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 16</li>
<li>GL_MAX_CLIP_DISTANCES: 6</li>
<li>GL_MAX_ARRAY_TEXTURE_LAYERS: 0</li>
<li>GL_MAX_VARYING_COMPONENTS: 41</li>
<li>GL_MIN_PROGRAM_TEXEL_OFFSET: 0</li>
<li>GL_MAX_PROGRAM_TEXEL_OFFSET: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 0</li>
<li>GL_MAX_RENDERBUFFER_SIZE: 2048</li>
<li>GL_MAX_COLOR_ATTACHMENTS: 7</li>
<li>GL_MAX_SAMPLES: 0</li>
<li>GL_MIN_PROGRAM_TEXEL_OFFSET_EXT: 0</li>
<li>GL_MAX_PROGRAM_TEXEL_OFFSET_EXT: 0</li>
<li>GL_RGBA_FLOAT_MODE_ARB: 0</li>
<li>GL_MAX_COLOR_ATTACHMENTS_EXT: 7</li>
<li>GL_MAX_RENDERBUFFER_SIZE_EXT: 2048</li>
<li>GL_MAX_SAMPLES_EXT: 0</li>
<li>GL_RGBA_INTEGER_MODE_EXT: 0</li>
<li>GL_MAX_ARRAY_TEXTURE_LAYERS_EXT: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT: 0</li>
<li>GL_FRAMEBUFFER_SRGB_CAPABLE_EXT: 0</li>
<li>GL_MAX_RECTANGLE_TEXTURE_SIZE: 2048</li>
<li>GL_MAX_TEXTURE_BUFFER_SIZE: 0</li>
<li>GL_MAX_TEXTURE_BUFFER_SIZE_ARB: 0</li>
<li>GL_MAX_VERTEX_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_GEOMETRY_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_COMBINED_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_UNIFORM_BUFFER_BINDINGS: 0</li>
<li>GL_MAX_UNIFORM_BLOCK_SIZE: 0</li>
<li>GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 0</li>
<li>GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 0</li>
<li>GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS: 0</li>
<li>GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_GEOMETRY_OUTPUT_VERTICES: 0</li>
<li>GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_VERTEX_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_GEOMETRY_INPUT_COMPONENTS: 0</li>
<li>GL_MAX_GEOMETRY_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_FRAGMENT_INPUT_COMPONENTS: 0</li>
<li>GL_MAX_SERVER_WAIT_TIMEOUT: 0</li>
<li>GL_MAX_SAMPLE_MASK_WORDS: 0</li>
<li>GL_MAX_COLOR_TEXTURE_SAMPLES: 0</li>
<li>GL_MAX_DEPTH_TEXTURE_SAMPLES: 0</li>
<li>GL_MAX_INTEGER_SAMPLES: 0</li>
<li>GL_PROVOKING_VERTEX: 0</li>
<li>GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION: 0</li>
<li>GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB: 0</li>
<li>GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB: 0</li>
<li>GL_MAX_VERTEX_VARYING_COMPONENTS_ARB: 0</li>
<li>GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB: 0</li>
<li>GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB: 0</li>
<li>GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB: 0</li>
<li>GL_MAX_DUAL_SOURCE_DRAW_BUFFERS: 0</li>
<li>GL_FRAGMENT_INTERPOLATION_OFFSET_BITS: 0</li>
<li>GL_MIN_SAMPLE_SHADING_VALUE: 0</li>
<li>GL_MAX_GEOMETRY_SHADER_INVOCATIONS: 0</li>
<li>GL_MIN_FRAGMENT_INTERPOLATION_OFFSET: 0</li>
<li>GL_MAX_FRAGMENT_INTERPOLATION_OFFSET: 0</li>
<li>GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET: 0</li>
<li>GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET: 0</li>
<li>GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS: 0</li>
<li>GL_MAX_SUBROUTINES: 0</li>
<li>GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS: 0</li>
<li>GL_MAX_PATCH_VERTICES: 0</li>
<li>GL_MAX_TESS_GEN_LEVEL: 0</li>
<li>GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS: 0</li>
<li>GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: 0</li>
<li>GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_TESS_PATCH_COMPONENTS: 0</li>
<li>GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_TESS_CONTROL_INPUT_COMPONENTS: 0</li>
<li>GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS: 0</li>
<li>GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_BUFFERS: 0</li>
<li>GL_MAX_VERTEX_STREAMS: 0</li>
<li>GL_MAX_VERTEX_UNIFORM_VECTORS: 0</li>
<li>GL_MAX_VARYING_VECTORS: 0</li>
<li>GL_MAX_FRAGMENT_UNIFORM_VECTORS: 0</li>
<li>GL_MAX_VIEWPORTS: 0</li>
<li>GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_VERTEX_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_GEOMETRY_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_FRAGMENT_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_COMBINED_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE: 0</li>
<li>GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS: 0</li>
<li>GL_MAX_IMAGE_UNITS: 0</li>
<li>GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS: 0</li>
<li>GL_MAX_IMAGE_SAMPLES: 0</li>
<li>GL_MAX_VERTEX_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_GEOMETRY_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_FRAGMENT_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_COMBINED_IMAGE_UNIFORMS: 0</li>
<li>GL_MIN_MAP_BUFFER_ALIGNMENT: 0</li>
<li>GL_UNPACK_COMPRESSED_BLOCK_WIDTH: 0</li>
<li>GL_UNPACK_COMPRESSED_BLOCK_HEIGHT: 0</li>
<li>GL_UNPACK_COMPRESSED_BLOCK_DEPTH: 0</li>
<li>GL_UNPACK_COMPRESSED_BLOCK_SIZE: 0</li>
<li>GL_PACK_COMPRESSED_BLOCK_WIDTH: 0</li>
<li>GL_PACK_COMPRESSED_BLOCK_HEIGHT: 0</li>
<li>GL_PACK_COMPRESSED_BLOCK_DEPTH: 0</li>
<li>GL_PACK_COMPRESSED_BLOCK_SIZE: 0</li>
<li>GL_MAX_COMPUTE_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: 0</li>
<li>GL_MAX_COMPUTE_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_COMPUTE_SHARED_MEMORY_SIZE: 0</li>
<li>GL_MAX_COMPUTE_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_COMPUTE_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS: 0</li>
<li>GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET: 0</li>
<li>GL_MAX_VERTEX_ATTRIB_BINDINGS: 0</li>
<li>GL_MAX_UNIFORM_LOCATIONS: 0</li>
<li>GL_MAX_FRAMEBUFFER_WIDTH: 0</li>
<li>GL_MAX_FRAMEBUFFER_HEIGHT: 0</li>
<li>GL_MAX_FRAMEBUFFER_LAYERS: 0</li>
<li>GL_MAX_FRAMEBUFFER_SAMPLES: 0</li>
- OpenGL extension capabilities: 27 caps listed
<li>GL_MAX_COLOR_ATTACHMENTS_EXT: 7 (GL_EXT_framebuffer_object)</li>
<li>GL_MAX_RENDERBUFFER_SIZE_EXT: 2048 (GL_EXT_framebuffer_object)</li>
<li>GL_MAX_RECTANGLE_TEXTURE_SIZE: 2048 (GL_ARB_texture_rectangle)</li>
<li>GL_MAX_TEXTURE_UNITS_ARB: 8 (GL_ARB_multitexture)</li>
<li>GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: 16 (GL_ARB_multitexture)</li>
<li>GL_MAX_TEXTURE_IMAGE_UNITS_ARB: 16 (GL_ARB_multitexture)</li>
<li>GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: 1024 (GL_ARB_texture_cube_map)</li>
<li>GL_NUM_COMPRESSED_TEXTURE_FORMATS: 6 (GL_ARB_texture_compression)</li>
<li>GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2.000000 (GL_EXT_texture_filter_anisotropic)</li>
<li>GL_MAX_VERTEX_UNIFORM_COMPONENTS: 512 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_VARYING_FLOATS: 41 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_VERTEX_ATTRIBS: 16 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_TEXTURE_IMAGE_UNITS: 16 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 16 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 16 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_TEXTURE_COORDS: 8 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: 1024 (GL_ARB_fragment_shader)</li>
<li>GL_MAX_VERTEX_ATTRIBS_ARB: 16 (GL_ARB_vertex_program)</li>
<li>GL_MAX_PROGRAM_MATRICES_ARB: 8 (GL_ARB_vertex_program)</li>
<li>GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: 2 (GL_ARB_vertex_program)</li>
<li>GL_MAX_TEXTURE_COORDS_ARB: 8 (GL_ARB_fragment_program)</li>
<li>GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 1024 (GL_ARB_shading_language_100)</li>
<li>GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT: 0 (GL_ARB_shading_language_100)</li>
<li>GL_MAX_DRAW_BUFFERS_ARB: 7 (GL_ARB_draw_buffers)</li>
<li>GL_POINT_SIZE_MIN_ARB: 0.000000 (GL_ARB_point_parameters)</li>
<li>GL_POINT_SIZE_MAX_ARB: 255.000000 (GL_ARB_point_parameters)</li>
===================================[ Misc. ]
===================================[ Related Graphics Drivers ]
- http://www.geeks3d.com/?page_id=752
===================================[ Related Graphics Cards Reviews ]
- http://www.geeks3d.com/?cat=3
===================================[ System / CPU ]
- CPU Name: Intel(R) Core(TM)2 Duo CPU T7100 @ 1.80GHz
- CPU Core Speed: 1795 MHz
- CPU logical cores: 2
- Family: 6 - Model: 15 - Stepping: 13
- Physical Memory Size: 1013 MB
- Operating System: Windows XP 32-bit build 2600 [Service Pack 3]
- PhysX Version: 9100513
===================================[ Graphics Adapters / GPUs ]
- Current Display Mode: 1280x800 @ 60 Hz - 32 bpp
- GPU 1
- Name: Intel GMA X3100
- GPU codename: GMA X3100
- Device ID: 8086-2A02
- Subdevice ID: 1028- 1F9
- Shader cores: 8
- Driver: 6.14.10.5076 (6-12-2009)
===================================[ OpenGL GPU Capabilities ]
- OpenGL vendor: Intel
- OpenGL renderer: Intel 965/963 Graphics Media Accelerator
- OpenGL Version: 2.0.0 - Build 7.15.10.5076
- GLSL (OpenGL Shading Language) Version: 1.10 - Intel Build 7.15.10.5076
- ARB Texture Units: 8
- Vertex Shader Texture Units: 16
- Pixel Shader Texture Units: 16
- Geometry Shader Texture Units: 0
- Max Texture Size: 2048x2048
- Max Anisotropic Filtering Value: X2.0
- Max Point Sprite Size: 255.0
- Max Dynamic Lights: 16
- Max Viewport Size: 2048x2048
- Max Vertex Uniform Components: 512
- Max Fragment Uniform Components: 1024
- Max Geometry Uniform Components: 0
- Max Varying Float: 41
- Max Vertex Bindable Uniforms: 0
- Max Fragment Bindable Uniforms: 0
- Max Geometry Bindable Uniforms: 0
- Frame Buffer Objects (FBO) Support:[yes]
- Multiple Render Targets / Max draw buffers: 7
- Pixel Buffer Objects (PBO) Support:[yes]
- S3TC Texture Compression Support:[yes]
- ATI 3Dc Texture Compression Support:[no]
- Texture Rectangle Support:[yes]
- Floating Point Textures Support:[no]
- OpenGL Extensions: 69 extensions (GL=62 and WGL=7)
<li>GL_EXT_blend_minmax</li>
<li>GL_EXT_blend_subtract</li>
<li>GL_EXT_blend_color</li>
<li>GL_EXT_abgr</li>
<li>GL_EXT_texture3D</li>
<li>GL_EXT_clip_volume_hint</li>
<li>GL_EXT_compiled_vertex_array</li>
<li>GL_SGIS_texture_edge_clamp</li>
<li>GL_SGIS_generate_mipmap</li>
<li>GL_EXT_draw_range_elements</li>
<li>GL_SGIS_texture_lod</li>
<li>GL_EXT_rescale_normal</li>
<li>GL_EXT_packed_pixels</li>
<li>GL_EXT_separate_specular_color</li>
<li>GL_ARB_multitexture</li>
<li>GL_EXT_texture_env_combine</li>
<li>GL_EXT_bgra</li>
<li>GL_EXT_blend_func_separate</li>
<li>GL_EXT_secondary_color</li>
<li>GL_EXT_fog_coord</li>
<li>GL_EXT_texture_env_add</li>
<li>GL_ARB_texture_cube_map</li>
<li>GL_ARB_transpose_matrix</li>
<li>GL_ARB_texture_env_add</li>
<li>GL_IBM_texture_mirrored_repeat</li>
<li>GL_EXT_multi_draw_arrays</li>
<li>GL_NV_blend_square</li>
<li>GL_ARB_texture_compression</li>
<li>GL_3DFX_texture_compression_FXT1</li>
<li>GL_EXT_texture_filter_anisotropic</li>
<li>GL_ARB_texture_border_clamp</li>
<li>GL_ARB_point_parameters</li>
<li>GL_ARB_texture_env_combine</li>
<li>GL_ARB_texture_env_dot3</li>
<li>GL_ARB_texture_env_crossbar</li>
<li>GL_EXT_texture_compression_s3tc</li>
<li>GL_ARB_shadow</li>
<li>GL_ARB_window_pos</li>
<li>GL_EXT_shadow_funcs</li>
<li>GL_EXT_stencil_wrap</li>
<li>GL_ARB_vertex_program</li>
<li>GL_EXT_texture_rectangle</li>
<li>GL_ARB_fragment_program</li>
<li>GL_EXT_stencil_two_side</li>
<li>GL_ATI_separate_stencil</li>
<li>GL_ARB_vertex_buffer_object</li>
<li>GL_EXT_texture_lod_bias</li>
<li>GL_ARB_occlusion_query</li>
<li>GL_ARB_fragment_shader</li>
<li>GL_ARB_shader_objects</li>
<li>GL_ARB_shading_language_100</li>
<li>GL_ARB_texture_non_power_of_two</li>
<li>GL_ARB_vertex_shader</li>
<li>GL_NV_texgen_reflection</li>
<li>GL_ARB_point_sprite</li>
<li>GL_EXT_blend_equation_separate</li>
<li>GL_ARB_depth_texture</li>
<li>GL_ARB_texture_rectangle</li>
<li>GL_ARB_draw_buffers</li>
<li>GL_ARB_pixel_buffer_object</li>
<li>GL_WIN_swap_hint</li>
<li>GL_EXT_framebuffer_object</li>
<li>WGL_ARB_buffer_region</li>
<li>WGL_ARB_extensions_string</li>
<li>WGL_ARB_make_current_read</li>
<li>WGL_ARB_pixel_format</li>
<li>WGL_ARB_pbuffer</li>
<li>WGL_EXT_extensions_string</li>
<li>WGL_EXT_swap_control</li>
- OpenGL core capabilities: 166 caps listed
<li>GL_MAX_LIST_NESTING: 64</li>
<li>GL_MAX_EVAL_ORDER: 32</li>
<li>GL_MAX_LIGHTS: 16</li>
<li>GL_MAX_CLIP_PLANES: 6</li>
<li>GL_MAX_TEXTURE_SIZE: 2048</li>
<li>GL_MAX_PIXEL_MAP_TABLE: 65536</li>
<li>GL_MAX_ATTRIB_STACK_DEPTH: 16</li>
<li>GL_MAX_MODELVIEW_STACK_DEPTH: 32</li>
<li>GL_MAX_NAME_STACK_DEPTH: 128</li>
<li>GL_MAX_PROJECTION_STACK_DEPTH: 4</li>
<li>GL_MAX_TEXTURE_STACK_DEPTH: 10</li>
<li>GL_MAX_VIEWPORT_DIMS: 2048</li>
<li>GL_MAX_CLIENT_ATTRIB_STACK_DEPTH: 16</li>
<li>GL_MAX_3D_TEXTURE_SIZE: 128</li>
<li>GL_MAX_ELEMENTS_VERTICES: 1024</li>
<li>GL_MAX_ELEMENTS_INDICES: 1024</li>
<li>GL_MAX_TEXTURE_UNITS: 8</li>
<li>GL_MAX_CUBE_MAP_TEXTURE_SIZE: 1024</li>
<li>GL_MAX_TEXTURE_LOD_BIAS: 15</li>
<li>GL_MAX_DRAW_BUFFERS: 7</li>
<li>GL_MAX_VERTEX_ATTRIBS: 16</li>
<li>GL_MAX_TEXTURE_COORDS: 8</li>
<li>GL_MAX_TEXTURE_IMAGE_UNITS: 16</li>
<li>GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 1024</li>
<li>GL_MAX_VERTEX_UNIFORM_COMPONENTS: 512</li>
<li>GL_MAX_VARYING_FLOATS: 41</li>
<li>GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 16</li>
<li>GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 16</li>
<li>GL_MAX_CLIP_DISTANCES: 6</li>
<li>GL_MAX_ARRAY_TEXTURE_LAYERS: 0</li>
<li>GL_MAX_VARYING_COMPONENTS: 41</li>
<li>GL_MIN_PROGRAM_TEXEL_OFFSET: 0</li>
<li>GL_MAX_PROGRAM_TEXEL_OFFSET: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 0</li>
<li>GL_MAX_RENDERBUFFER_SIZE: 2048</li>
<li>GL_MAX_COLOR_ATTACHMENTS: 7</li>
<li>GL_MAX_SAMPLES: 0</li>
<li>GL_MIN_PROGRAM_TEXEL_OFFSET_EXT: 0</li>
<li>GL_MAX_PROGRAM_TEXEL_OFFSET_EXT: 0</li>
<li>GL_RGBA_FLOAT_MODE_ARB: 0</li>
<li>GL_MAX_COLOR_ATTACHMENTS_EXT: 7</li>
<li>GL_MAX_RENDERBUFFER_SIZE_EXT: 2048</li>
<li>GL_MAX_SAMPLES_EXT: 0</li>
<li>GL_RGBA_INTEGER_MODE_EXT: 0</li>
<li>GL_MAX_ARRAY_TEXTURE_LAYERS_EXT: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT: 0</li>
<li>GL_FRAMEBUFFER_SRGB_CAPABLE_EXT: 0</li>
<li>GL_MAX_RECTANGLE_TEXTURE_SIZE: 2048</li>
<li>GL_MAX_TEXTURE_BUFFER_SIZE: 0</li>
<li>GL_MAX_TEXTURE_BUFFER_SIZE_ARB: 0</li>
<li>GL_MAX_VERTEX_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_GEOMETRY_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_FRAGMENT_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_COMBINED_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_UNIFORM_BUFFER_BINDINGS: 0</li>
<li>GL_MAX_UNIFORM_BLOCK_SIZE: 0</li>
<li>GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 0</li>
<li>GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT: 0</li>
<li>GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS: 0</li>
<li>GL_MAX_GEOMETRY_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_GEOMETRY_OUTPUT_VERTICES: 0</li>
<li>GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_VERTEX_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_GEOMETRY_INPUT_COMPONENTS: 0</li>
<li>GL_MAX_GEOMETRY_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_FRAGMENT_INPUT_COMPONENTS: 0</li>
<li>GL_MAX_SERVER_WAIT_TIMEOUT: 0</li>
<li>GL_MAX_SAMPLE_MASK_WORDS: 0</li>
<li>GL_MAX_COLOR_TEXTURE_SAMPLES: 0</li>
<li>GL_MAX_DEPTH_TEXTURE_SAMPLES: 0</li>
<li>GL_MAX_INTEGER_SAMPLES: 0</li>
<li>GL_PROVOKING_VERTEX: 0</li>
<li>GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION: 0</li>
<li>GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB: 0</li>
<li>GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB: 0</li>
<li>GL_MAX_VERTEX_VARYING_COMPONENTS_ARB: 0</li>
<li>GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB: 0</li>
<li>GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB: 0</li>
<li>GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB: 0</li>
<li>GL_MAX_DUAL_SOURCE_DRAW_BUFFERS: 0</li>
<li>GL_FRAGMENT_INTERPOLATION_OFFSET_BITS: 0</li>
<li>GL_MIN_SAMPLE_SHADING_VALUE: 0</li>
<li>GL_MAX_GEOMETRY_SHADER_INVOCATIONS: 0</li>
<li>GL_MIN_FRAGMENT_INTERPOLATION_OFFSET: 0</li>
<li>GL_MAX_FRAGMENT_INTERPOLATION_OFFSET: 0</li>
<li>GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET: 0</li>
<li>GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET: 0</li>
<li>GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS: 0</li>
<li>GL_MAX_SUBROUTINES: 0</li>
<li>GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS: 0</li>
<li>GL_MAX_PATCH_VERTICES: 0</li>
<li>GL_MAX_TESS_GEN_LEVEL: 0</li>
<li>GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS: 0</li>
<li>GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: 0</li>
<li>GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_TESS_PATCH_COMPONENTS: 0</li>
<li>GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS: 0</li>
<li>GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_TESS_CONTROL_INPUT_COMPONENTS: 0</li>
<li>GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS: 0</li>
<li>GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_TRANSFORM_FEEDBACK_BUFFERS: 0</li>
<li>GL_MAX_VERTEX_STREAMS: 0</li>
<li>GL_MAX_VERTEX_UNIFORM_VECTORS: 0</li>
<li>GL_MAX_VARYING_VECTORS: 0</li>
<li>GL_MAX_FRAGMENT_UNIFORM_VECTORS: 0</li>
<li>GL_MAX_VIEWPORTS: 0</li>
<li>GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_VERTEX_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_GEOMETRY_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_FRAGMENT_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_COMBINED_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE: 0</li>
<li>GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS: 0</li>
<li>GL_MAX_IMAGE_UNITS: 0</li>
<li>GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS: 0</li>
<li>GL_MAX_IMAGE_SAMPLES: 0</li>
<li>GL_MAX_VERTEX_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_GEOMETRY_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_FRAGMENT_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_COMBINED_IMAGE_UNIFORMS: 0</li>
<li>GL_MIN_MAP_BUFFER_ALIGNMENT: 0</li>
<li>GL_UNPACK_COMPRESSED_BLOCK_WIDTH: 0</li>
<li>GL_UNPACK_COMPRESSED_BLOCK_HEIGHT: 0</li>
<li>GL_UNPACK_COMPRESSED_BLOCK_DEPTH: 0</li>
<li>GL_UNPACK_COMPRESSED_BLOCK_SIZE: 0</li>
<li>GL_PACK_COMPRESSED_BLOCK_WIDTH: 0</li>
<li>GL_PACK_COMPRESSED_BLOCK_HEIGHT: 0</li>
<li>GL_PACK_COMPRESSED_BLOCK_DEPTH: 0</li>
<li>GL_PACK_COMPRESSED_BLOCK_SIZE: 0</li>
<li>GL_MAX_COMPUTE_UNIFORM_BLOCKS: 0</li>
<li>GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: 0</li>
<li>GL_MAX_COMPUTE_IMAGE_UNIFORMS: 0</li>
<li>GL_MAX_COMPUTE_SHARED_MEMORY_SIZE: 0</li>
<li>GL_MAX_COMPUTE_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS: 0</li>
<li>GL_MAX_COMPUTE_ATOMIC_COUNTERS: 0</li>
<li>GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS: 0</li>
<li>GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS: 0</li>
<li>GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET: 0</li>
<li>GL_MAX_VERTEX_ATTRIB_BINDINGS: 0</li>
<li>GL_MAX_UNIFORM_LOCATIONS: 0</li>
<li>GL_MAX_FRAMEBUFFER_WIDTH: 0</li>
<li>GL_MAX_FRAMEBUFFER_HEIGHT: 0</li>
<li>GL_MAX_FRAMEBUFFER_LAYERS: 0</li>
<li>GL_MAX_FRAMEBUFFER_SAMPLES: 0</li>
- OpenGL extension capabilities: 27 caps listed
<li>GL_MAX_COLOR_ATTACHMENTS_EXT: 7 (GL_EXT_framebuffer_object)</li>
<li>GL_MAX_RENDERBUFFER_SIZE_EXT: 2048 (GL_EXT_framebuffer_object)</li>
<li>GL_MAX_RECTANGLE_TEXTURE_SIZE: 2048 (GL_ARB_texture_rectangle)</li>
<li>GL_MAX_TEXTURE_UNITS_ARB: 8 (GL_ARB_multitexture)</li>
<li>GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB: 16 (GL_ARB_multitexture)</li>
<li>GL_MAX_TEXTURE_IMAGE_UNITS_ARB: 16 (GL_ARB_multitexture)</li>
<li>GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB: 1024 (GL_ARB_texture_cube_map)</li>
<li>GL_NUM_COMPRESSED_TEXTURE_FORMATS: 6 (GL_ARB_texture_compression)</li>
<li>GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT: 2.000000 (GL_EXT_texture_filter_anisotropic)</li>
<li>GL_MAX_VERTEX_UNIFORM_COMPONENTS: 512 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_VARYING_FLOATS: 41 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_VERTEX_ATTRIBS: 16 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_TEXTURE_IMAGE_UNITS: 16 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: 16 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: 16 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_TEXTURE_COORDS: 8 (GL_ARB_vertex_shader)</li>
<li>GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB: 1024 (GL_ARB_fragment_shader)</li>
<li>GL_MAX_VERTEX_ATTRIBS_ARB: 16 (GL_ARB_vertex_program)</li>
<li>GL_MAX_PROGRAM_MATRICES_ARB: 8 (GL_ARB_vertex_program)</li>
<li>GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB: 2 (GL_ARB_vertex_program)</li>
<li>GL_MAX_TEXTURE_COORDS_ARB: 8 (GL_ARB_fragment_program)</li>
<li>GL_MAX_FRAGMENT_UNIFORM_COMPONENTS: 1024 (GL_ARB_shading_language_100)</li>
<li>GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT: 0 (GL_ARB_shading_language_100)</li>
<li>GL_MAX_DRAW_BUFFERS_ARB: 7 (GL_ARB_draw_buffers)</li>
<li>GL_POINT_SIZE_MIN_ARB: 0.000000 (GL_ARB_point_parameters)</li>
<li>GL_POINT_SIZE_MAX_ARB: 255.000000 (GL_ARB_point_parameters)</li>
===================================[ Misc. ]
===================================[ Related Graphics Drivers ]
- http://www.geeks3d.com/?page_id=752
===================================[ Related Graphics Cards Reviews ]
- http://www.geeks3d.com/?cat=3
Re: [WINDOWS] Crash with Low Rendering
Alright. My driver on windows only supports up to OpenGL 1.5 so I guess it could be that.petri wrote:The low quality render mode requires OpenGL 2.1 or higher and unfortunately it seems that some older graphics cards / drivers do not support it. You can check your OpenGL version with various OpenGL extension viewers. If OpenGL version is lower than 2.1 then turning on low quality mode will crash. I'll try to make it more robust (i.e. not crash) for the next version but unfortunately it's very hard to support OpenGL versions lower than 2.1...
Re: [WINDOWS] Crash with Low Rendering
Tried to reproduce my crash: after 4 switches between low and high render mode LoG crashes for my system reproducible.petri wrote:The low quality render mode requires OpenGL 2.1 or higher and unfortunately it seems that some older graphics cards / drivers do not support it. You can check your OpenGL version with various OpenGL extension viewers. If OpenGL version is lower than 2.1 then turning on low quality mode will crash. I'll try to make it more robust (i.e. not crash) for the next version but unfortunately it's very hard to support OpenGL versions lower than 2.1...
(no crash report produced)
Save game http://www.xup.in/dl,10660736/savegame40.sav/
(also demonstrate problem with the light source selcetion in low rendering mode, if the group rotates 90° away from the source (torch) the source starts to produce light, facing again the torch and the lightsource wents off)
Re: [WINDOWS] Crash with Low Rendering
Patch 1.3.7 solved opengl 2.1 issue on windows for me.
Thanks guys, only few developers care of low spec systems nowadays. You're awesome.
Thanks guys, only few developers care of low spec systems nowadays. You're awesome.
Re: [WINDOWS] Crash with Low Rendering
Same. Now I can use Low Rendering and it truly is much faster!
(Intel integrated Graphic Chipset, Core 2 Duo generation)
(Intel integrated Graphic Chipset, Core 2 Duo generation)