Game Development Community

1.4 NetGraph crash with D3D, not OpenGL

by Aaron Oneal · in Torque Game Engine · 09/11/2005 (11:45 am) · 3 replies

Displaying the NetGraph (n) in starter.fps fails when using D3D (nVidia GeForce4 6800) but works fine in OpenGL. I also see a lot of unimplemented primitive messages when using D3D.

Processor Init:
AMD (unknown), ~2.05 Ghz
(timed at roughly 2.03 Ghz)
FPU detected
MMX detected
3DNow detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing 3DNow extensions
Installing SSE extensions

Input Init:
keyboard0 input device created.
mouse0 input device created.
joystick0 input device created.
DirectInput enabled.

Video Init:
Accelerated OpenGL display device detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.

Activating the D3D display device...
Setting screen mode to 800x600x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 32 depth bits, 0 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: Microsoft Corp.
Renderer: Direct3D
Version: 1.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_fog_coord
OpenGL Init: Disabled Extensions
EXT_blend_color
EXT_blend_minmax
EXT_paletted_texture
NV_vertex_array_range
EXT_packed_pixels
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic
WGL_EXT_swap_control

...
Wrapper: Unimplemented primitive type: 0
Wrapper: Unimplemented primitive type: 0
Wrapper: Unimplemented primitive type: 0
Wrapper: Unimplemented primitive type: 0
glColor3fv
glColor3fv
glColor3fv
glColor3fv
...

#1
09/11/2005 (12:43 pm)
Most likely there's a missing instruction in the DirectX to OpenGL wrapper somewhere.
#2
09/11/2005 (6:56 pm)
Yup, it's probably some part of the wrapper that was never touched before and isn't implemented.

The GL2D3D wrapper is an abomination. TSE's architecture is hugely better.

I have some other parts of the wrapper to touch, so I'll see about working on this a bit later.
#3
09/11/2005 (7:46 pm)
From what I've seen of TSE, I agree. :-) I've purchased TSE and enjoyed playing around with some of the cool new features, but I was afraid to use it for my current project since I wasn't entirely clear on how much of TGE's features/fixes (particularly 1.4) were available in TSE. It seemed like some things hadn't made it over yet, so I thought I'd stick with TGE for a while since it's been put through the paces. It would be great to see this wrapper bug fixed. In the mean time, I can unbind 'n' so I stop accidentally crashing my game! ;-)