自己写的3D程序求测试(已修正)
正常运行结果如上图
理论上修正了一部分显卡的崩溃问题
求S1的各位帮忙测试一下
下载地址:
http://u.115.com/file/t6d443f47a
接近3MB x64直接崩溃 我用的就是x64。。。。。。。。。。
TOP_ACE_SYS.htm发上来 可以跑
http://img.album.pchome.net/00/50/78/40/746641fb6256e3f6ebbcf354b5f181d6.jpg
7 sp1 x64
9800gt 官网上能搜到的正式版驱动
怎么截的图这么恶心 运行时候反光正常 0x00000000指令引用的0x00000000内存该内存不能为read <HTML>
<head>
<TITLE>TOP ACE LOG</TITLE>
</head>
<BODY>
******TOP ACE LOG Start******
<p>CEXTLIBS_init() OK</p>
<p>InitRenderThread() OK</p>
<p>InitThreadUpdata() OK</p>
<p>InitDataThread() OK</p> InitDataThread()后面就没了? 没了 你这货不认4g内存吧 我在单位电脑是4G内存 你没装显卡驱动 引用第3楼yuanico于2011-04-05 22:56发表的:
可以跑
http://img.album.pchome.net/00/50/78/40/746641fb6256e3f6ebbcf354b5f181d6.jpg
7 sp1 x64
9800gt 官网上能搜到的正式版驱动
怎么截的图这么恶心 运行时候反光正常 images/back.gif
多谢 我这也是4g内存
还能调分辨率抗锯齿 有点意思 感觉像3dmark 2001有个测光源的旋转木马场景 干嘛不发pcinlife去 为了攀比显卡马上就会有无数回帖 改神那边连显卡型号都读不出来
显卡驱动肯定有问题或者他用的是虚拟机 4670,sp1自带的驱动 神了,重启就好了
开16x和关看起来没啥区别啊 sp1自带的驱动出现这个结果是必然的
你必须装A社官网的驱动
AIT Radeon HD 4800 series
驱动 8.561.0.0
XP 崩溃
WIN7 可以 运行出错。所有效果全调最低仍然出错。0x00000000引用的0x00000000内存。创建指针后没判断是否为NULL?
压缩包里没看到glass.dds和loading.dds两张纹理,把loading.dds补进去的话在显示loading图后运行出错。
显卡驱动不算新,但也不是xp自带的那个。
log比较长,只把感觉可能有用的部分发上来好了。
//////////////////////////////////////////////////////////////////
<p>CEXTLIBS_init() OK</p>
<p>InitRenderThread() OK</p>
<p>InitThreadUpdata() OK</p>
<p>InitDataThread() OK</p>
<p>GeForce 6600 GT/PCI/SSE2</p>
<p>2.1.2</p>
////////////////////////////////////////////////////////////////////
<p>LoadCubeTex OK</p>
<p><font color=#00FF00>******Check Framebuffer Status******</font></p>
<p><font color=#FF0000>******ERROR******</font></p>
<p>unknown error</p>
<p>InitFBO OK</p>
<p><font color=#000000>Loading File :</font><a href="File:/localhost/C:/out/data/shader/GLSL/Light/VS_120_SINGLBONE.glsl">C:/out/data/shader/GLSL/Light/VS_120_SINGLBONE.glsl</a></p>
<p>GLSL Compile LOG:</p>
<p><font color=#FF0000>ERROR:Cannot open shader file </font><a href="File:/localhost/C:/out/data/shader/GLSL/Light/VS_120_MULTIBONE.glsl">C:/out/data/shader/GLSL/Light/VS_120_MULTIBONE.glsl</a></p>
<p><font color=#000000>Loading File :</font><a href="File:/localhost/C:/out/data/shader/GLSL/Light/PS_120.glsl">C:/out/data/shader/GLSL/Light/PS_120.glsl</a></p>
<p>GLSL Compile LOG:</p>
<p>GLSL Link LOG</p>
<p>GLSL Link LOG</p>
<p><font color=#000000>Loading File :</font><a href="File:/localhost/C:/out/data/shader/GLSL/Bloom/VS_common.glsl">C:/out/data/shader/GLSL/Bloom/VS_common.glsl</a></p>
<p>GLSL Compile LOG:</p>
<p><font color=#000000>Loading File :</font><a href="File:/localhost/C:/out/data/shader/GLSL/Bloom/PS_BloomMap.glsl">C:/out/data/shader/GLSL/Bloom/PS_BloomMap.glsl</a></p>
<p>GLSL Compile LOG:</p>
<p><font color=#000000>Loading File :</font><a href="File:/localhost/C:/out/data/shader/GLSL/Bloom/PS_ToneMapping.glsl">C:/out/data/shader/GLSL/Bloom/PS_ToneMapping.glsl</a></p>
<p>GLSL Compile LOG:</p>
<p><font color=#000000>Loading File :</font><a href="File:/localhost/C:/out/data/shader/GLSL/Bloom/PS_BlurTex.glsl">C:/out/data/shader/GLSL/Bloom/PS_BlurTex.glsl</a></p>
<p>GLSL Compile LOG:</p>
<p>GLSL Link LOG</p>
<p>GLSL Link LOG</p>
<p>GLSL Link LOG</p>
<p>InitGLSL OK</p>
/////////////////////////////////////////////////////////////////////
<p>Load OK</p>
<p>TopAceModelTest.ReadTAMFile(TestModelPath) OK</p> // log的最后一行 9600mgt
运行ok的 ******TOP ACE LOG Start******
CEXTLIBS_init() OK
InitRenderThread() OK
InitThreadUpdata() OK
InitDataThread() OK
GeForce 8800 GS/PCI/SSE2
2.1.2
GL_ARB_color_buffer_float
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_half_float_pixel
GL_ARB_imaging
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shadow
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_non_power_of_two
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
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_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_bindable_uniform
GL_EXT_depth_bounds_test
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_EXT_framebuffer_object
GL_EXTX_framebuffer_mixed_formats
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_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
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_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_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_texture_shared_exponent
GL_EXT_timer_query
GL_EXT_vertex_array
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_copy_depth_to_color
GL_NV_depth_buffer_float
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program_option
GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_gpu_program4
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_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_texgen_reflection
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NVX_conditional_render
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
LoadDefineTex OK
Read Texture
data/loading.dds
Read DDS file
data/loading.dds
Can not open file.
Read DDS fail,change TGA.
data/loading.tga
Read TGA file.
data/loading.tga
Can not open file.
Read TGA fail.
LoadingTex OK
LoadingTex.LoadToVRAM(GL_LINEAR) OK
DrawLoadingTex OK
Read TGA file.
data/SkyBox/LF.tga
Read OK.
Read TGA file.
data/SkyBox/RT.tga
Read OK.
Read TGA file.
data/SkyBox/UP.tga
Read OK.
Read TGA file.
data/SkyBox/DN.tga
Read OK.
Read TGA file.
data/SkyBox/FR.tga
Read OK.
Read TGA file.
data/SkyBox/BK.tga
Read OK.
LoadCubeTex OK
InitFBO OK
Loading File :J:/Users/Administrator/Desktop/out/data/shader/GLSL/Light/VS_120_SINGLBONE.glsl
GLSL Compile LOG:
ERROR:Cannot open shader file J:/Users/Administrator/Desktop/out/data/shader/GLSL/Light/VS_120_MULTIBONE.glsl
Loading File :J:/Users/Administrator/Desktop/out/data/shader/GLSL/Light/PS_120.glsl
GLSL Compile LOG:
GLSL Link LOG
GLSL Link LOG
Loading File :J:/Users/Administrator/Desktop/out/data/shader/GLSL/Bloom/VS_common.glsl
GLSL Compile LOG:
Loading File :J:/Users/Administrator/Desktop/out/data/shader/GLSL/Bloom/PS_BloomMap.glsl
GLSL Compile LOG:
Loading File :J:/Users/Administrator/Desktop/out/data/shader/GLSL/Bloom/PS_ToneMapping.glsl
GLSL Compile LOG:
Loading File :J:/Users/Administrator/Desktop/out/data/shader/GLSL/Bloom/PS_BlurTex.glsl
GLSL Compile LOG:
GLSL Link LOG
GLSL Link LOG
GLSL Link LOG
Loading File :J:/Users/Administrator/Desktop/out/data/shader/GLSL/Shadow/VS_120_SINGLBONE.glsl
GLSL Compile LOG:
Loading File :J:/Users/Administrator/Desktop/out/data/shader/GLSL/Shadow/PS_120.glsl
GLSL Compile LOG:
GLSL Link LOG
InitGLSL OK
SetAFNum OK
InitTestLight OK
Load TAMFile:
data/1234.tam
Read Texture
data/glass.dds
Read DDS file
data/glass.dds
Can not open file.
Read DDS fail,change TGA.
data/glass.tga
Read TGA file.
data/glass.tga
Can not open file.
Read TGA fail.
Read Texture
data/1.dds
Read DDS file
data/1.dds
Read OK.
Read DDS OK.
Load OK
TopAceModelTest.ReadTAMFile(TestModelPath) OK 260.99,8600MGT,无问题 x1950gt,无问题 7 X64,8800GTS,正常,前几天刚通过Windows Update更新的显卡驱动 一切正常~~
win7~amd x4 2.8~4g~gt430 GTX460驱动是266.58 运行就出错:
http://img.photobucket.com/albums/v376/shiozawa/topaceerror.jpg 孩子,VBO的函数带ARB和不带ARB的不是同一个
年轻人少用glew有益代码健康
你用glew也就算了,还静态link 刚才又换到WIN7下试了怎么就正常了?
驱动版本都是266.58的说
光效看起来不错,我这辈子是没希望学到OZ大叔那程度了
http://img.photobucket.com/albums/v376/shiozawa/TOP_ACE2011-04-0614-40-57-76.jpg 因为他用了DX10才有的东西
虽然很多人吹嘘opengl3.0在XP下就能用
但是实际上显卡厂商写驱动的时候可没这么厚道 问题找到了
VAO没检测..........
明明是X550都支持的东西
为什么比较新的显卡都不支持了呢............
页:
[1]