https://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312013-07-15T16:16:00ZTrackerDoomsday Engine - Bug #1125: Handling missing OpenGL support during launchhttps://tracker.dengine.net/issues/1125?journal_id=28012013-07-15T16:16:00Zgalt_gendogalt_gendo@users.sourceforge.net
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<li>did you rerun qmake so that the latest defaultstyle.pack is included in the doomsday.pk3?<br />+ did you do a full rebuild? ("make clean" first)</li>
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<p>The build was done straight from the tarball, so unless it was packaged wrong, it was clean.</p>
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<li>did you ensure there are no system-wide copies of the libdeng* or other such libraries, which might have been mixed up into the build?</li>
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<p>Err...though I don't think so, if that was the case, it would still be a build system bug, as it should ensure the new libs are picked first.</p>
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<li>do you have the "Liberation Sans" font?</li>
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<p>Of course <strong>not</strong>. Why should I have any <strong>particular</strong> font installed, if QtGui is using fontconfig and should be able to pick a reasonable fallback ?</p>
<p>PS.: Allura is formating this post stupidly - it might be hard to read.<br />PPS.: correction, it's just the preview, that's broken.</p> Doomsday Engine - Bug #1125: Handling missing OpenGL support during launchhttps://tracker.dengine.net/issues/1125?journal_id=28002013-07-17T05:32:31Zskyjake
<ul></ul><p>Let's first rule out possible build/data problems:</p>
<ul>
<li>did you rerun qmake so that the latest defaultstyle.pack is included in the doomsday.pk3?</li>
<li>did you do a full rebuild? ("make clean" first)</li>
<li>did you ensure there are no system-wide copies of the libdeng* or other such libraries, which might have been mixed up into the build?</li>
<li>do you have the "Liberation Sans" font?</li>
</ul>
<p>PS. Use <a class="external" href="http://github.com/skyjake/Doomsday-Engine/">http://github.com/skyjake/Doomsday-Engine/</a></p> Doomsday Engine - Bug #1125: Handling missing OpenGL support during launchhttps://tracker.dengine.net/issues/1125?journal_id=28022013-07-25T10:56:53Zskyjake
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<p>Err...though I don't think so, if that was the case, it would still be a build system bug, as it should ensure the new libs are picked first.</p>
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<p>Indeed: [<a class="issue tracker-1 status-5 priority-2 priority-default closed" title="Bug: [Snowberry] Duplicating a profile causes errors (Closed)" href="https://tracker.dengine.net/issues/1120">#1120</a>]</p>
<p>So you are saying everything was linked against the correct libraries?</p>
<p>Would you mind doing a debug build (CONFIG+=debug) and checking if gdb reveals any extra information about the crash, if it still occurs?</p>
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<p>QtGui is using fontconfig and should be able to pick a reasonable fallback</p>
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<p>You are right, a fallback is picked and this does not matter...</p> Doomsday Engine - Bug #1125: Handling missing OpenGL support during launchhttps://tracker.dengine.net/issues/1125?journal_id=28032013-07-25T14:58:52Zgalt_gendogalt_gendo@users.sourceforge.net
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<p>So you are saying everything was linked against the correct libraries?</p>
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<p>No, I didn't said that. Regardless, even rebuilding after 1.11.0 is already installed doesn't make a change, so it would be an independent problem.</p>
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<p>Would you mind doing a debug build (CONFIG+=debug)...</p>
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<p>A minor note here: unless I'm missing something (I don't really use qmake), this seems to require editing config.pri, cause config_user.pri comes too late to take effect.</p>
<p>If I only make sure '-g' is passed, the only real new info is <br />'0x081e7306 in FontLineWrapping::font (this=0x0)', which was sort of already obvious.<br />If, on the other hand, I do enough edits to recreate that debug entry in config_user.pri, the built executable is pretty much useless for me.<br />On this hardware, I need to run with '-noglcheck' - it still worked in 1.10.<br />On non-debug build, among the console output is:<br />ClientWindow > Bank > Bank::Job: Failed to load "generic.textured.color" from source:<br />[AllocError] (GLShader::alloc) Failed to create shader<br />ClientWindow: Error when initializing widget '':<br />[LoadError] (Bank::data) Failed to load "generic.textured.color" <br />^ > Bank > Bank::Job: Failed to load "generic.textured.color" from source:<br />[AllocError] (GLShader::alloc) Failed to create shader<br />ClientWindow: Error when initializing widget '':<br />[LoadError] (Bank::data) Failed to load "generic.textured.color" <br />^ > Bank > Bank::Job: Failed to load "generic.textured.color" from source:<br />[AllocError] (GLShader::alloc) Failed to create shader<br />ClientWindow: Error when initializing widget '':<br />[LoadError] (Bank::data) Failed to load "generic.textured.color"</p>
<p>but the program continues, with debug build, that's an assert right there, long before anywhere close to last crash.</p> Doomsday Engine - Bug #1125: Handling missing OpenGL support during launchhttps://tracker.dengine.net/issues/1125?journal_id=28042013-07-25T16:50:31Zskyjake
<ul></ul><p>That certainly sounds like your OpenGL version is older than the required 2.0. Since you are running with -noglcheck, it looks like there isn't much to do here apart from replacing the crash with a graceful fatal error.</p>
<p>We'll be keeping 1.10.x around for some time still, where the OpenGL requirement is 1.4. The 1.10.4 release will be available this week or early next week.</p>
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<p>CONFIG+=debug</p>
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<p>This can be done on the command line when running qmake, as in <i>qmake -r ../doomsday/doomsday.pro CONFIG+=debug</i></p> Doomsday Engine - Bug #1125: Handling missing OpenGL support during launchhttps://tracker.dengine.net/issues/1125?journal_id=28052013-07-25T20:05:44Zgalt_gendogalt_gendo@users.sourceforge.net
<ul></ul><p>Well, I must mention, that back in 1.10, I was already running with '-noglcheck', but nothing seemed <strong>noticeably</strong> broken back then.</p>
<p>I've tried a more hamfisted approach to the sources, but the furthermost I got was a graceful shutdown at '(Bank::data) Failed to load "fx.blur.horizontal"', so I declare 1.11 a bust on this machine.</p>
<p>Even getting that far required adding quite a few '!=0' checks in that ui code.</p> Doomsday Engine - Bug #1125: Handling missing OpenGL support during launchhttps://tracker.dengine.net/issues/1125?journal_id=28062013-07-26T10:32:33Zdanijdanij@dengine.net
<ul></ul><p>- <b>Priority</b>: 1 --> 5</p> Doomsday Engine - Bug #1125: Handling missing OpenGL support during launchhttps://tracker.dengine.net/issues/1125?journal_id=36432013-10-19T12:13:09Zskyjake
<ul><li><strong>Tags</strong> set to <i>Graphics, OpenGL</i></li><li><strong>Subject</strong> changed from <i>doomsday segfaults before it really starts</i> to <i>Handling missing OpenGL support during launch</i></li><li><strong>Category</strong> set to <i>User experience</i></li><li><strong>Priority</strong> changed from <i>Normal</i> to <i>Low</i></li><li><strong>Target version</strong> deleted (<del><i>1.11</i></del>)</li></ul><p>Changed priority to Low because the OpenGL version check must be manually disabled for this situation to occur.</p> Doomsday Engine - Bug #1125: Handling missing OpenGL support during launchhttps://tracker.dengine.net/issues/1125?journal_id=79052017-04-03T14:41:11Zskyjake
<ul><li><strong>Target version</strong> set to <i>Rendering</i></li></ul>