

- #OPENGL EXTENSIONS VIEWER CRASHES WINDOWS 10 MOD#
- #OPENGL EXTENSIONS VIEWER CRASHES WINDOWS 10 WINDOWS 10#
- #OPENGL EXTENSIONS VIEWER CRASHES WINDOWS 10 WINDOWS 8.1#

#OPENGL EXTENSIONS VIEWER CRASHES WINDOWS 10 WINDOWS 10#
My PC: Intel Core i3-8100, Radeon RX570 (driver 21.6.1), Windows 10 (19041)įactorio, CK3 (OpenGL too) working OK, but not this. 16:26 - Failed to initialise 3D Engine:D:\programming\democracy 4\builds\Democracy4\src\_all_operating_systems\app\app_game.cpp 324
#OPENGL EXTENSIONS VIEWER CRASHES WINDOWS 10 MOD#
16:26 - First run crash detected, switching to windowed mod automagically 16:23 - Failed to initialise 3D Engine:D:\programming\democracy 4\builds\Democracy4\src\_all_operating_systems\app\app_game.cpp 324

16:23 - First run crash detected, switching to windowed mod automagically 16:22 - Failed to initialise 3D Engine:D:\programming\democracy 4\builds\Democracy4\src\_all_operating_systems\app\app_game.cpp 324 16:22 - First run crash detected, switching to windowed mod automagically Failed to open file: C:\Users\user\Documents/My Games/democracy4/mod_status.ini : 2 Number of processor L1/L2/元 caches: 8/4/1 Number of physical processor packages: 1 Required OpenGL Extensions are not supported by your hardware. I installed game and when I click on it, the game doesn't start up and displayed Error MsgBox's. So i get the handle via a Uniform Buffer (instead of Texture Buffer - which apparently retains "dynamically uniform").Hi all. Of course this again makes the whole bindless texture extension less useful in my opinion. For example the simplest way is to turn the whole sampler or the texture handle into a uniform and set it via glUniform* commands from the client side. So the solution in my case was to make sure to get "dynamically uniform" initialization of my bindless texture sampler. Used to access an array of uniform blocks is out-of-bounds, theĪnd maybe this did not work on my machine with a amd gpu because it did not support this extension. Integral constant expressions are not required. "Arbitrary indices may be used to index a uniform block array Non-constant indices be uniform across all shader invocations." Storage blocks with arbitrary expressions, and not require that "the ability to index into arrays of samplers, uniforms and shader Maybe this worked on my machine with a nvidia gpu because it supports the extension NV_gpu_shader5 ( ). Unfortunately i accessed the "bindlessHandle" variable (which initialized the sampler) via a texture buffer object, which apparently is not "dynamically uniform". The crash occured due to incorrect access to the "bindlessHandle": If i understand correctly sampler* objects need to be "dynamically uniform" (see Core Language (GLSL) - OpenGL Wiki ).

On my other machine (desktop computer with a nvidia gtx980) everything works fine and the behaviour is as expected. However, when invoking the draw call i get a segmentation fault. )" and it turns out to be GL_TRUE so the validation succeeded. Right before the draw call i perform a "glValidateProgram" and read the value with "glGetProgramiv(program, GL_VALIDATE_STATUS. Shader compilation and program linkage works without errors. With "bindlessHandle" being a valid texture handle (as an uvec2). Sampler2DArray bindlessSampler = sampler2DArray(bindlessHandle) I tried to use ARB_bindless_texture in my own application, in the fragment shader i created a temporary sampler2DArray variable and initialized it like in the spec above: x component of the uvec2 and the high 32 bitsĪny sampler type(uvec2) // Converts a pair of 32-bit unsigned integers to In the following four constructors, the low 32 bits of the sampler In the extension's document ( ) it is stated : With this setup the program "OpenGL Extensions Viewer" by "realtech VR" states that the opengl extension ARB_bindless_texture is supported.
#OPENGL EXTENSIONS VIEWER CRASHES WINDOWS 10 WINDOWS 8.1#
AMD Radeon HD 8600/8700M on my Samsung NP530U4E Laptop, "original" os Windows 8.1 installed.
