Author Topic: Shaders are locked off  (Read 493 times)

Assuming you jumped into this topic to say "Intel cards aren't supported" I am NOT using an Intel graphics card. I'm using a laptop with an ATI Radeon graphics card. Yet for some reason, I can't enable shaders. I can turn them to minimal, but that's it. Are shaders auto-disabled for cards that aren't powerful enough, or something? I'd like to now. I'm using an all-AMD 32 bit laptop running Windows Vista.

This is kinda off topic but why do people thin Intel makes GPUs? Unless theyre talking about the built in Processor Graphics.

Also Console log. There might be some OpenGL Errors there that has their values set to FALSE

Console log:
Quote
//-------------------------- 10/27/2013 -- 20:29:30 -----
Processor Init:
   AMD (unknown), ~1.90 Ghz
     (timed at roughly 1.90 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:
   DirectInput enabled.

Blockland v21 build 1865
Module Directory: C:/Users/Evony/Desktop/BlocklandPortable
Profile Path: C:/Users/Evony/Desktop/BlocklandPortable
Total Ram: 2813 MB
OS: Windows Vista Home Premium Edition Service Pack 2 (build 6002), 32-bit

--------- Parsing Arguments ---------
argc = 4
argv[2] = -profilePath
argv[3] = .
Parsing command line arguments: -profilePath .
--------- Loading Common ---------
Loading compiled script base/main.cs.
Loading compiled script base/client/defaults.cs.
Loading compiled script base/server/defaults.cs.
Executing config/client/prefs.cs.
Executing config/server/prefs.cs.
Loading compiled script base/server/defaultAddOnList.cs.
Loading compiled script base/server/defaultMusicList.cs.
--------- Loading MODS ---------


--------- Initializing Base ---------
Loading compiled script base/client/init.cs.
Loading compiled script base/server/init.cs.
Loading compiled script base/client/canvas.cs.
Loading compiled script base/client/audio.cs.

--------- Initializing Base: Server ---------------------
Loading compiled script base/server/mainServer.cs.
Loading compiled script base/server/scripts/game.cs.

--------- Initializing Base: Client ---------------------
Loading compiled script base/client/message.cs.
Loading compiled script base/client/mission.cs.
Loading compiled script base/client/missionDownload.cs.
Loading compiled script base/client/actionMap.cs.
Video Init:
   Accelerated OpenGL display device detected.
Activating the OpenGL display device...
Activating the OpenGL display device... (NEW)
OpenGLDevice::setScreenMode 800 600 32 60 0
  safeModeOn      = 1
  fixedFrame size = 3
  caption size    = 20
  maxWindowWidth  = 1273
  maxWindowHeight = 773
Setting screen mode to 800x600x32@60hz (w)...
  winState.hGLRC does not exist
  winState.appDC does not exist
  winState.appWindow does not exist
Creating a new window...
  moving window
Window reactivating...
Acquiring a new device context...
  setting pixel format
Pixel format set:
  32 color bits, 24 depth bits, 8 stencil bits
Creating a new rendering context (2)...
Making the new rendering context current (2)...
  wglMakeCurrent worked
  don't need to ressurect texture manager
  setting vsync 0
  done setting vsync
  showing window
  setting forground window
  setting window focus
  done with OpenGLDevice::setScreenMode
OpenGL Init: Enabled Extensions
  ARB_multitexture (Max Texture Units: 8)
  EXT_compiled_vertex_array
  EXT_texture_env_combine
  EXT_packed_pixels
  EXT_fog_coord
  ARB_texture_compression
  EXT_texture_compression_s3tc
  (ARB|EXT)_texture_env_add
  EXT_texture_filter_anisotropi c (Max anisotropy: 16.000000)
  WGL_EXT_swap_control
  GL_ARB_vertex_buffer_object
  GL_EXT_multi_draw_arrays
  ARB_occlusion_query
OpenGL Init: Disabled Extensions
  EXT_paletted_texture
  NV_vertex_array_range
  3DFX_texture_compression_FXT1

OpenGL driver information:
  Vendor: ATI Technologies Inc.
  Renderer: ATI Radeon HD 3200 Graphics
  Version: 2.1.7415 Release
OpenGL Init: Enabled Extensions
  ARB_multitexture (Max Texture Units: 8)
  EXT_compiled_vertex_array
  EXT_texture_env_combine
  EXT_packed_pixels
  EXT_fog_coord
  ARB_texture_compression
  EXT_texture_compression_s3tc
  (ARB|EXT)_texture_env_add
  EXT_texture_filter_anisotropi c (Max anisotropy: 16.000000)
  WGL_EXT_swap_control
  GL_ARB_vertex_buffer_object
  GL_EXT_multi_draw_arrays
  ARB_occlusion_query
OpenGL Init: Disabled Extensions
  EXT_paletted_texture
  NV_vertex_array_range
  3DFX_texture_compression_FXT1

  Video::setDevice - activate call done
  Video::setDevice - resetting canvas
Resetting Canvas...

OpenAL Driver Init:
OpenAL
   Vendor: Creative Labs Inc.
   Version: OpenAL 1.0
   Renderer: Software
   Extensions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3

Loading compiled script base/client/scripts/allClientScripts.cs.
Activating package: CanvasCursor
Loading compiled script base/client/ui/allClientGuis.gui.
Executing config/client/config.cs.

--------- Loading Client Add-Ons ---------

Client checking Add-On: GameMode_Tutorial
Loading Add-On: GameMode_Tutorial (CRC:-382952820)
Executing Add-Ons/GameMode_Tutorial/client.cs.
Executing add-ons/GameMode_Tutorial/tutorialCompletedGui.gui.

Client checking Add-On: Bot_Hole
Loading Add-On: Bot_Hole (CRC:758391552)
Executing Add-Ons/Bot_Hole/client.cs.
Executing Add-Ons/Bot_Hole/wrenchBotDlg.gui.
Executing Add-Ons/Bot_Hole/wrenchBotDlg.cs.
Activating package: ClientBotHolePackage

Binding server port to default IP
UDP initialized on port 34936
Starting client authentication...
Engine initialized...
Authentication: SUCCESS
Exporting server prefs
Exporting client prefs
Exporting client config
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...

Are shaders auto-disabled for cards that aren't powerful enough, or something?

This is correct.

Are shaders auto-disabled for cards that aren't powerful enough, or something?
yep. pretty much.