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Moderator: GZDoom Developers
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Contrary to popular belief, we are not all-knowing-all-seeing magical beings!
If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.
We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
invictius
Posts: 425 Joined: Fri Aug 03, 2012 6:44 am
Post
by invictius » Mon Mar 06, 2023 12:03 am
Got a laptop here that only supports opengl 4.3. Doesn't seem to have vulkan support either, or opengles - I just get severe text corruption and hud corruption. I know you can run on 3.3, I just can't find out how to force it.
Professor Hastig
Posts: 101 Joined: Mon Jan 09, 2023 2:02 am
Graphics Processor: nVidia (Modern GZDoom)
Post
by Professor Hastig » Mon Mar 06, 2023 6:10 am
Use the command line switch '-glversion 3'.
What kind of graphics hardware do you have? Broken drivers like this are quite rare and normally an update should be possible.
Redneckerz
Spotlight Team
Posts: 1014 Joined: Mon Nov 25, 2019 8:54 am
Graphics Processor: Intel (Modern GZDoom)
Post
by Redneckerz » Mon Mar 06, 2023 11:17 am
invictius wrote: ↑ Mon Mar 06, 2023 12:03 am
Got a laptop here that only supports opengl 4.3. Doesn't seem to have vulkan support either, or opengles - I just get severe text corruption and hud corruption. I know you can run on 3.3, I just can't find out how to force it.
If you have OpenGL 4.3 then you also have OpenGLES as the latter is a subset of OpenGL.
More details would be needed - you know the drill.
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 48658 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Mon Mar 06, 2023 11:37 am
Also note that GL 3.3 mostly runs the same code as GL 4.3, the main difference being that it cannot persistently map the buffer and has to lock/unlock it before drawing anything.
invictius
Posts: 425 Joined: Fri Aug 03, 2012 6:44 am
Post
by invictius » Mon Mar 06, 2023 9:12 pm
Professor Hastig wrote: ↑ Mon Mar 06, 2023 6:10 am
Use the command line switch '-glversion 3'.
What kind of graphics hardware do you have? Broken drivers like this are quite rare and normally an update should be possible.
Intel 5500. The laptop would be from about 2015 I think? Which makes it unusual that it would have this issue - 3000 and below, sure, not expected to run the port.
Redneckerz wrote: ↑ Mon Mar 06, 2023 11:17 am
invictius wrote: ↑ Mon Mar 06, 2023 12:03 am
Got a laptop here that only supports opengl 4.3. Doesn't seem to have vulkan support either, or opengles - I just get severe text corruption and hud corruption. I know you can run on 3.3, I just can't find out how to force it.
If you have OpenGL 4.3 then you also have OpenGLES as the latter is a subset of OpenGL.
More details would be needed - you know the drill.
Gles didn't work either, here's my log with the -glversion switch:
Spoiler:
Log started: 2023-03-07 13:57:02
GZDoom version 4.10.0
W_Init: Init WADfiles.
adding E:/gz4/gzdoom.pk3, 672 lumps
adding E:/gz4/game_support.pk3, 2559 lumps
adding ./DOOM2.WAD, 2919 lumps
adding E:/gz4/lights.pk3, 7 lumps
adding E:/gz4/brightmaps.pk3, 499 lumps
adding E:/gz4/game_widescreen_gfx.pk3, 214 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (Realtek High Definition Audio)
EFX enabled
I_Init: Setting up machine state.
CPU speed: 1995 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i3-5005U CPU @ 2.00GHz
Family 6, Model 61, Stepping 4
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 344.17 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Emulating OpenGL v 3.3
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics 5500
GL_VERSION: 4.3.0 - Build 10.18.14.4062 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.30 - Build 10.18.14.4062
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_ARB_texture_mirror_clamp_to_edge GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_ARB_create_context_robustness
Max. texture size: 16384
Max. texture units: 32
Max. varying: 64
Max. uniform block size: 32768
Uniform block alignment: 16
Resolution: 320 x 200
Gles log:
Spoiler:
Log started: 2023-03-07 14:01:48
GZDoom version 4.10.0
W_Init: Init WADfiles.
adding E:/gz4/gzdoom.pk3, 672 lumps
adding E:/gz4/game_support.pk3, 2559 lumps
adding ./DOOM2.WAD, 2919 lumps
adding E:/gz4/lights.pk3, 7 lumps
adding E:/gz4/brightmaps.pk3, 499 lumps
adding E:/gz4/game_widescreen_gfx.pk3, 214 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (Realtek High Definition Audio)
EFX enabled
I_Init: Setting up machine state.
CPU speed: 1995 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i3-5005U CPU @ 2.00GHz
Family 6, Model 61, Stepping 4
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 344.45 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics 5500
GL_VERSION: 4.3.0 - Build 10.18.14.4062
GL_SHADING_LANGUAGE_VERSION: 4.30 - Build 10.18.14.4062
GL_EXTENSIONS:
GL_MAX_TEXTURE_SIZE: 16384
Resolution: 320 x 200
----------------------------------------
MAP01 - Entryway
And since screenshots didn't seem to work, and I can't see the menu in order to bind it to a key, some phone screenshots of what the console and the map look like:
[imgur]
https://imgur.com/a/tubsMhR [/imgur]
[imgur]
https://imgur.com/a/6pmCE4f [/imgur]
Last edited by invictius on Mon Mar 06, 2023 9:13 pm, edited 1 time in total.
Professor Hastig
Posts: 101 Joined: Mon Jan 09, 2023 2:02 am
Graphics Processor: nVidia (Modern GZDoom)
Post
by Professor Hastig » Tue Mar 07, 2023 12:48 am
How about setting a higher resolution than 320x200? Maybe that driver doesn't support going so low.
invictius
Posts: 425 Joined: Fri Aug 03, 2012 6:44 am
Post
by invictius » Tue Mar 07, 2023 3:23 am
Professor Hastig wrote: ↑ Tue Mar 07, 2023 12:48 am
How about setting a higher resolution than 320x200? Maybe that driver doesn't support going so low.
Tried to via command line and the video mode menu (What I could see of it at least), and it either didn't work or caused the same issue. Log from using -width 1280 and -height 720 (After the gl and log file arguments/switches):
Spoiler:
Log started: 2023-03-07 20:28:46
GZDoom version 4.10.0
W_Init: Init WADfiles.
adding E:/gz4/gzdoom.pk3, 672 lumps
adding E:/gz4/game_support.pk3, 2559 lumps
adding ./DOOM2.WAD, 2919 lumps
adding E:/gz4/lights.pk3, 7 lumps
adding E:/gz4/brightmaps.pk3, 499 lumps
adding E:/gz4/game_widescreen_gfx.pk3, 214 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (Realtek High Definition Audio)
EFX enabled
I_Init: Setting up machine state.
CPU speed: 1995 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i3-5005U CPU @ 2.00GHz
Family 6, Model 61, Stepping 4
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
script parsing took 391.02 ms
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Emulating OpenGL v 3.3
GL_VENDOR: Intel
GL_RENDERER: Intel(R) HD Graphics 5500
GL_VERSION: 4.3.0 - Build 10.18.14.4062 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.30 - Build 10.18.14.4062
GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_ARB_texture_mirror_clamp_to_edge GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_ARB_create_context_robustness
Max. texture size: 16384
Max. texture units: 32
Max. varying: 64
Max. uniform block size: 32768
Uniform block alignment: 16
Resolution: 320 x 200
----------------------------------------
MAP01 - Entryway
Last edited by invictius on Tue Mar 07, 2023 3:31 am, edited 1 time in total.
Graf Zahl
Lead GZDoom+Raze Developer
Posts: 48658 Joined: Sat Jul 19, 2003 10:19 am
Location: Germany
Post
by Graf Zahl » Tue Mar 07, 2023 10:46 am
What if you start with a fresh config?
invictius
Posts: 425 Joined: Fri Aug 03, 2012 6:44 am
Post
by invictius » Tue Mar 07, 2023 9:48 pm
Graf Zahl wrote: ↑ Tue Mar 07, 2023 10:46 am
What if you start with a fresh config?
As in deleting the ini file? Seems to make no difference.