HD4350 and similar videocards do not render textures on 32 bit systems

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ShadIK02
Posts: 13
Joined: 29 Apr 2022, 09:15

Re: HD4350 and similar videocards do not render textures on 32 bit systems

Post by ShadIK02 »

Can we do something about it/disable something, like some new things added in 0.47?
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AnyOldName3
Posts: 2668
Joined: 26 Nov 2015, 03:25

Re: HD4350 and similar videocards do not render textures on 32 bit systems

Post by AnyOldName3 »

I can't think of anything that changed with context creation between 0.46 and 0.47, and things are going horribly wrong that early. There might be something identifiable if I get an APITrace of a working and not-working version on the same machine. https://forum.openmw.org/viewtopic.php?t=5583. You should be able to keep the traces nice and small by quitting OpenMW as soon as you can after the window appears.
ShadIK02
Posts: 13
Joined: 29 Apr 2022, 09:15

Re: HD4350 and similar videocards do not render textures on 32 bit systems

Post by ShadIK02 »

Trace from OpenMW 0.47 (the game ended in a crash):
https://drive.google.com/file/d/15cn4lL ... sp=sharing

trace from 045 will be attached later
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AnyOldName3
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Joined: 26 Nov 2015, 03:25

Re: HD4350 and similar videocards do not render textures on 32 bit systems

Post by AnyOldName3 »

Are you sure that's a trace showing the problem from the first post? It looks fine. I can see you clicking on menus and running around, which wouldn't happen if you had a black screen, which is what I thought was happening.
ShadIK02
Posts: 13
Joined: 29 Apr 2022, 09:15

Re: HD4350 and similar videocards do not render textures on 32 bit systems

Post by ShadIK02 »

Very strange, I even got an error in OpenMW during tracing, most often it appears when opening the global (world) map of the game, when changing locations.

For example, if I was in Balmore and opened the global map - ok. But if I go to another place and open the global map - there is a high probability of failure.

I will try to catch the error more carefully and resend the OpenMW 0.47 trace to you.

-----
As for the error from the first post, it will be easier for me to show it using the example of tes3m 0.8.0 (based on OpenMW 0.47).
Please look at the trace: https://drive.google.com/file/d/1-_iirY ... sp=sharing
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AnyOldName3
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Joined: 26 Nov 2015, 03:25

Re: HD4350 and similar videocards do not render textures on 32 bit systems

Post by AnyOldName3 »

That's very cursed. It crashes APITrace when trying to create another OpenGL context. We only use one OpenGL context.
ShadIK02
Posts: 13
Joined: 29 Apr 2022, 09:15

Re: HD4350 and similar videocards do not render textures on 32 bit systems

Post by ShadIK02 »

Then let's go back to OpenMW 0.47.

If you need, I can test the x64 version on the same graphics card (hd 4350)
I think we could fix this problem with your help on older video cards

____

An error message is displayed on the 32-bit client, maybe the dump will help to sort out the problem? Also attached is a log:
https://drive.google.com/file/d/14ifPIp ... sp=sharing

The game ends with an error after this, when moving from location to location, or opening a global map: (see screenshot)
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2022-05-08_18-42-08.png
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AnyOldName3
Posts: 2668
Joined: 26 Nov 2015, 03:25

Re: HD4350 and similar videocards do not render textures on 32 bit systems

Post by AnyOldName3 »

I can't do anything with that crash dump as I only have debug symbols for our official release, and we dropped official 32-bit support before 0.47 came out. Where did you even get a 32-bit 0.47 build?
ShadIK02
Posts: 13
Joined: 29 Apr 2022, 09:15

Re: HD4350 and similar videocards do not render textures on 32 bit systems

Post by ShadIK02 »

Compiled from the source code. Did I mention this?
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AnyOldName3
Posts: 2668
Joined: 26 Nov 2015, 03:25

Re: HD4350 and similar videocards do not render textures on 32 bit systems

Post by AnyOldName3 »

We don't provide prebuilt 32-bit deps, and it's been on-and-off nightmarish to get OpenMW to build on Windows with self-built ones, so congratulations for getting that working.

Can you build OSG and OpenMW as RelWithDebInfo or Debug and stick a breakpoint in PixelBufferWin32::init so we can find out what the call stack is? That'll at least tell us what on earth it thinks it needs pbuffers for.
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