oz01 发表于 2011-4-5 22:49

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

Pluto_Shi 发表于 2011-4-5 22:50

x64直接崩溃

oz01 发表于 2011-4-5 22:51

我用的就是x64。。。。。。。。。。
TOP_ACE_SYS.htm发上来

yuanico 发表于 2011-4-5 22:56

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

Pluto_Shi 发表于 2011-4-5 22:56

0x00000000指令引用的0x00000000内存该内存不能为read

Pluto_Shi 发表于 2011-4-5 22:57

<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>

oz01 发表于 2011-4-5 23:00

InitDataThread()后面就没了?

Pluto_Shi 发表于 2011-4-5 23:00

没了

Pluto_Shi 发表于 2011-4-5 23:00

你这货不认4g内存吧

oz01 发表于 2011-4-5 23:06

我在单位电脑是4G内存

oz01 发表于 2011-4-5 23:09

你没装显卡驱动

oz01 发表于 2011-4-5 23:09

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

yuanico 发表于 2011-4-5 23:16

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

oz01 发表于 2011-4-5 23:20

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

Pluto_Shi 发表于 2011-4-5 23:24

4670,sp1自带的驱动

Pluto_Shi 发表于 2011-4-5 23:27

神了,重启就好了
开16x和关看起来没啥区别啊

oz01 发表于 2011-4-5 23:27

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

老ID忘了 发表于 2011-4-5 23:41



AIT Radeon HD 4800 series
驱动 8.561.0.0
XP 崩溃
WIN7 可以

南ちあき 发表于 2011-4-6 00:09

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

joelyoung 发表于 2011-4-6 00:15

9600mgt

运行ok的

stepbystep 发表于 2011-4-6 00:22

******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

wtyrambo 发表于 2011-4-6 00:25

260.99,8600MGT,无问题

断空光牙剑 发表于 2011-4-6 00:35

x1950gt,无问题

letmedie 发表于 2011-4-6 01:44

7 X64,8800GTS,正常,前几天刚通过Windows Update更新的显卡驱动

JR史密斯 发表于 2011-4-6 09:13

一切正常~~
win7~amd x4 2.8~4g~gt430

Cinderella 发表于 2011-4-6 13:23

fenrir 发表于 2011-4-6 13:56

GTX460驱动是266.58 运行就出错:

http://img.photobucket.com/albums/v376/shiozawa/topaceerror.jpg

roadcross 发表于 2011-4-6 14:01

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

fenrir 发表于 2011-4-6 14:37

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

roadcross 发表于 2011-4-6 14:40

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

oz01 发表于 2011-4-6 16:54

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............
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