Game Development Community

problem in latest merge of 1.1

by Matthew Shapiro · in Torque Game Engine · 10/17/2001 (6:00 pm) · 15 replies

helllllp
today i merged the new cvs code (10/17/01 approx 8:50pm EST) and BAM.

in regular Torque it just crashes when i try to load a driver.
when i use debug it gives me "Error, GL not in canonical state on entry"......

*cries*

what does that mean?
I tried reinstalling wickedgl drivers...nope.

Tried without wickedgl drivers... my voodoo3 doesn't like that and it just quits to desktop without error.

Force it into d3d.... can't. IT WON"T LET ME ARG! somebondy please hlep...

for the love of god...

sorry heh

if anyone can help me please all help would be greatly appreciated.

#1
10/17/2001 (7:53 pm)
The function dglIsInCanonicalState() is used to determin if GL is in it's "default" state, a number of render functions assert on this call. If it fails it basically means someone set some graphics mode in GL and didn't reset it back. Render functions are responsible for resetting any states that they use, this is so that render functions in general can assume GL is in some standard state without have to set every single state every time they are called.

I think this function operates the same, and probably displayes the same message, whether you are running pure opengl or the DX wrapper. So you probably are running DX, but getting the same error. This isn't a driver issue, it's a bad render function.

If it's happening right away, it's probably a gui control.
#2
10/18/2001 (2:47 am)
wickedGL is a glide wrapper tho....

either way that's all yay and good but how do i fix this?
#3
10/18/2001 (8:37 am)
Same issue, the error message should say "Graphics Driver is not in .... state". Doesn't matter what driver or GL wrapper your using. Well, I was hoping you were going to say that you addeded some new guy controls...

If you haven't been working on any gui controls or other related graphics changes then we'll have to narrow it down. I just did a clean build here and can't reproduce this problem with either my OpenGL or DirectX driver.

Having the driver "not in it's canonical state" is not usually something that cause the game to crash, you just get wierd rendering effects. So the assert may be a side effect of some other graphics initialization problem.

Can you run the demo with the -console argument. This will dump out the console output to a separate window, when the game crashes, you should be able to look through the console log and make sure the graphics system is being properly initialized.

Look for the Activating the OpenGL display line and it's related messages.
#4
10/18/2001 (10:25 am)
I'm at school right now but when i get home i'll try the -console. What happens is it gives me that message (in debug build ONLY) then no matter if i click retry or cancel it brings me back into the engine (i can tell cause wickegl's evaluation message comes up) then goes to desktop.

Remember i don't get this in REGULAR opengl. in regular opengl it just quits right out to the desktop (this has happened since torque 1.0). In torque 1.1 i could play simply by -directx but torque 1.1 (from original build on) i can't force it into D3D (even by editing the default.cs (I'm aware that prefs.cs doesn't do anything except hold data tha't snot used or something).

Also keep in mind that i am using a voodoo3. Now one thing that strikes interesting is in the new docmentation for 1.1 you don't have settings for an AMD computer with a voodoo3..... any reason?
that's what i have an AMD k6-2..

hope that helps
#5
10/18/2001 (2:02 pm)
i ran -console but it goes away once the game does....
#6
10/18/2001 (2:37 pm)
No GUI updates, in fact no updates at all to the engine since original 1.1 (heh been lazy)

anywhay here's the log file
Quote:
*** Initial Control Object
Activating DirectInput...
Fatal: (c:\torque\engine\terrain\sky.cc @ 564) Error, GL not in canonical state on entry
DirectInput deactivated.
Activating the OpenGL display device...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context ...
Releasing the device context...
Destroying the window...
Setting screen mode to 800x600x16 (fs)...
Changing the display settings to 800x600x16...
Creating a new full-screen window...
Acquiring a new device context...
Pixel format set:
16 color bits, 16 depth bits, 8 stencil bits
Creating a new rendering context...
Activating DirectInput...
Making the new rendering context current...
OpenGL driver information:
Vendor: METABYTE/WICKED3D
Renderer: 3Dfx Interactive Voodoo3(tm)
Version: 1.1
Resurrecting the texture manager...
Successfully loaded mission lighting file: 'fps/data/missions/scorchedPlanet_8cda5472.ml'
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_paletted_texture
EXT_compiled_vertex_array
EXT_packed_pixels
(ARB|EXT)_texture_env_add
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
NV_vertex_array_range
EXT_texture_env_combine
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
EXT_texture_filter_anisotropic


that's all it does.... then it goes to the desktop.
#7
10/18/2001 (6:42 pm)
Whoa, this is the log from just starting up the torqueDemo.exe from the command line? Or when trying to start a mission? Well, either way, this looks totally wrong, there is something going on with your installation of the SDK.

Did you previously have a Release 1.1 working? or only 1.0? If you didn't have a previous 1.1 working, how did you update to 1.1? Using the "Release_1_1_0" tag? or did you type in "1.1" for the WinCVS tag?
#8
10/18/2001 (6:52 pm)
fragmented it, it's the last part which includes the error. i can post it all if you want. I merged it with the original 1.1 and 1.1 worked fine untill the latest merge
#9
10/18/2001 (6:54 pm)
here's the whole log (there are tabs but they dont' show for some reason on here)
Quote:
//-------------------------- 9/18/101 -- 17:39:11 -----
Loading compiled script fps/server/scripts/commands.cs.
Loading compiled script fps/server/scripts/centerPrint.cs.
Loading compiled script fps/server/scripts/game.cs.

--------- Initializing MOD: FPS Client ---------
Loading compiled script common/client/message.cs.
Loading compiled script common/client/mission.cs.
Loading compiled script common/client/missionDownload.cs.
Loading compiled script common/client/actionMap.cs.
Loading compiled script common/editor/editor.cs.
Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device not detected.
Voodoo 2 display device not detected.

Activating the OpenGL display device...
Activating the OpenGL display device...
Setting screen mode to 640x480x16 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
16 color bits, 16 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
Setting screen mode to 800x600x16 (fs)...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context...
Releasing the device context...
Destroying the window...
Changing the display settings to 800x600x16...
Creating a new full-screen window...
Acquiring a new device context...
Pixel format set:
16 color bits, 16 depth bits, 8 stencil bits
Creating a new rendering context...
Making the new rendering context current...
Resurrecting the texture manager...
OpenGL driver information:
Vendor: METABYTE/WICKED3D
Renderer: 3Dfx Interactive Voodoo3(tm)
Version: 1.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_paletted_texture
EXT_compiled_vertex_array
EXT_packed_pixels
(ARB|EXT)_texture_env_add
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
NV_vertex_array_range
EXT_texture_env_combine
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
EXT_texture_filter_anisotropic

(0): Unable to find function resetCanvas
Loading compiled script common/ui/defaultProfiles.cs.
Loading compiled script common/ui/GuiEditorGui.gui.
Loading compiled script common/ui/ConsoleDlg.gui.
Loading compiled script common/ui/InspectDlg.gui.
Loading compiled script common/ui/InspectAddFieldDlg.gui.
Loading compiled script common/ui/LoadFileDlg.gui.
Loading compiled script common/ui/SaveFileDlg.gui.
Loading compiled script common/ui/MessageBoxDlg.gui.
Loading compiled script common/ui/HelpDlg.gui.
Loading compiled script common/client/metrics.cs.
Loading compiled script common/ui/FrameOverlayGui.gui.
Loading compiled script common/client/messageBox.cs.
Loading compiled script common/client/screenshot.cs.
Loading compiled script common/client/cursor.cs.
Loading compiled script common/client/help.cs.

OpenAL Driver Init:
OpenAL
Vendor: Creative Labs Inc.
Version: OpenAL 1.0
Renderer: Software
Extensions: IASIG

Loading compiled script fps/client/scripts/audioProfiles.cs.
Loading compiled script fps/client/ui/defaultGameProfiles.cs.
Loading compiled script fps/client/ui/PlayGui.gui.
Loading compiled script fps/client/ui/ChatHud.gui.
Loading compiled script fps/client/ui/playerList.gui.
Loading compiled script fps/client/ui/mainMenuGui.gui.
Loading compiled script fps/client/ui/aboutDlg.gui.
Loading compiled script fps/client/ui/startMissionGui.gui.
Loading compiled script fps/client/ui/joinServerGui.gui.
Loading compiled script fps/client/ui/loadingGui.gui.
Loading compiled script fps/client/ui/optionsDlg.gui.
Loading compiled script fps/client/ui/remapDlg.gui.
Loading compiled script fps/client/scripts/client.cs.
Loading compiled script fps/client/scripts/missionDownload.cs.
Loading compiled script fps/client/scripts/serverConnection.cs.
Loading compiled script fps/client/scripts/playerList.cs.
Loading compiled script fps/client/scripts/loadingGui.cs.
Loading compiled script fps/client/scripts/optionsDlg.cs.
Loading compiled script fps/client/scripts/chatHud.cs.
Loading compiled script fps/client/scripts/messageHud.cs.
Loading compiled script fps/client/scripts/playGui.cs.
Loading compiled script fps/client/scripts/centerPrint.cs.
Loading compiled script fps/client/scripts/default.bind.cs.
Loading compiled script fps/client/config.cs.
Binding server port to default IP
UDP initialized on port 0
Engine initialized...
Exporting server prefs...
Loading compiled script fps/server/scripts/audioProfiles.cs.
Loading compiled script fps/server/scripts/camera.cs.
Loading compiled script fps/server/scripts/markers.cs.
... Shape with old version.
Loading compiled script fps/server/scripts/inventory.cs.
Loading compiled script fps/server/scripts/shapeBase.cs.
Loading compiled script fps/server/scripts/item.cs.
Loading compiled script fps/server/scripts/health.cs.
Loading compiled script fps/server/scripts/weapon.cs.
Loading compiled script fps/server/scripts/rifle.cs.
Loading compiled script fps/server/scripts/player.cs.
Loading compiled script fps/data/shapes/player/player.cs.
Validation required for shape: fps/data/shapes/player/player.dts
Starting multiplayer mode
*** LOADING MISSION: fps/data/missions/scorchedPlanet.mis
*** Stage 1 load
CADD: 1324 local
*** Stage 2 load
Executing fps/data/missions/scorchedPlanet.mis.
*** Mission loaded
Sending heartbeat to master server: IP:63.224.200.179:28002
*** New Mission
*** Phase 1: Download Datablocks & Targets
Received info request from the master server.
Validation required for shape: fps/data/shapes/player/player.dts
*** Phase 2: Download Ghost Objects
*** Phase 3: Mission Lighting
Successfully loaded mission lighting file: 'fps/data/missions/scorchedPlanet_8cda5472.ml'
Mission lighting done
*** Initial Control Object
Activating DirectInput...
Fatal: (c:\torque\engine\terrain\sky.cc @ 564) Error, GL not in canonical state on entry
DirectInput deactivated.
Activating the OpenGL display device...
Killing the texture manager...
Making the rendering context not current...
Deleting the rendering context ...
Releasing the device context...
Destroying the window...
Setting screen mode to 800x600x16 (fs)...
Changing the display settings to 800x600x16...
Creating a new full-screen window...
Acquiring a new device context...
Pixel format set:
16 color bits, 16 depth bits, 8 stencil bits
Creating a new rendering context...
Activating DirectInput...
Making the new rendering context current...
OpenGL driver information:
Vendor: METABYTE/WICKED3D
Renderer: 3Dfx Interactive Voodoo3(tm)
Version: 1.1
Resurrecting the texture manager...
Successfully loaded mission lighting file: 'fps/data/missions/scorchedPlanet_8cda5472.ml'
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_paletted_texture
EXT_compiled_vertex_array
EXT_packed_pixels
(ARB|EXT)_texture_env_add
WGL_EXT_swap_control
OpenGL Init: Disabled Extensions
NV_vertex_array_range
EXT_texture_env_combine
EXT_fog_coord
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
EXT_texture_filter_anisotropic
#10
10/18/2001 (7:11 pm)
more bad news... i moved the current 1.1 directory and donwloaded a completely new CVS version (no merging just creating the files) and same thing...
#11
10/18/2001 (7:25 pm)
any ideas to try and force it to D3D? i changed it in prefs.cs and defaults.cs but it just loads up in opengl

anyways i'll be gone tomroow camping with my dad untill sat night so i'll be back then but i'll try any help you give then. Thanks for helping me tim...
#12
10/19/2001 (8:41 am)
It won't start up with DX because it isn't detecting the D3D driver, near the top of your log:
Video Init: 
Accelerated OpenGL display device detected. 
Accelerated D3D device not detected. 
Voodoo 2 display device not detected.
You do have dx8 installed, right?
#13
10/19/2001 (1:41 pm)
A word about the Voodoo3 and DirectX 8. I finally installed the DX8 SDK on my system and I couldn't run any D3D demos with it. I posted my woes here and no one was able to help me. However, desparate to try anything, I went to Voodoo Files and got these drivers for the Voodoo3 which claim compatiiblity with DX8. They worked.

Now this is probably all hooey becayse some people out there with an identical situation (supposedly) have no problem with DX8 and the Voodoo3, but I think the latest (last) official 3DFX drivers do not support DX8 but these do (or at least they did for me).

This may be the reason DX8 fails on this person's system.

Schnapple
#14
10/20/2001 (9:15 am)
Cool, thanks for the tip :) I'm not sure what's causing his other problem though.
#15
10/20/2001 (1:47 pm)
I know that it's not detecting it but i can force T2 into D3D...

I have the latest drivers for my card which supposdely does support DX8.

well in T2 the graphics were screwed up in the high res version of Wickedgl then i installed the regular verions and it worked but not in torque....