- User Since
- Jun 11 2011, 2:07 PM (362 w, 3 d)
Jan 23 2017
There are two error messages in the console:
Warning! Unable to find a pixel format that supports WGL_SWAP_COPY_ARB. Substituting one that uses WGL_SWAP_UNDEFINED_ARB. WM: failed to allocate texture for triple buffer drawing (texture too large for graphics card).
How can I debug further? I've madewith apitrace.exe trace blender.exe - does it help?
I installed latest https://downloadcenter.intel.com/product/81507/Graphics-Drivers-for-Mobile-Intel-4-Series-Express-Chipset-Family which seems more appropriate for my chipset after getting blue screen with the Intel HD drivers.now shows proper OpenGL version 2.1.0 and User Preferences... -> System doesn't crash anymore.
Jan 21 2017
Thanks. Here is the outputfrom OpenGLinfo.zip and also logs produced by glewinfo.exe and visualinfo.exe from GLEW-2.0 - and
Jan 15 2017
@Bastien Montagne (mont29) maybe tackling this specific PC/OS/GPU may fit broader scope of generic framework for handling GPU problems? New bugs with GPUs, co-processors and standards are constantly evolving, and it may save a lot of time in the long run to share efforts for their identification and workarounds.
@Mike Erwin (merwin) cannot generate system-info.txt - Blender crashes when I choose this menu option.
@Bastien Montagne (mont29) fixed the description with template.
2.78 doesn't start at all, and 2.76 crashes on System. How come that this is not a bug report? =(
Jan 10 2017
Jan 9 2017
Is it possible to copy the behavior into console?
Jan 17 2016
@Bastien Montagne (mont29) why not let users investigate the issue? While digging deeper they (and me in particular) will gain better understanding how Blender interacts with video card and OpenGL level and may contribute useful stuff in the future.
Jan 7 2016
@Thomas Dinges (dingto) I want to trace it down to specific call or memory issue that makes this Intel GPU out of sync with expected OpenGL behavior. Regal is a pretty awesome library that can emulate some calls without going to full software mode (which is very slow), but I need a way to know what exactly.
Is there any instruction how to debug this? Maybe an OpenGL compatibility tests?
Running with regal gives this:
info | OpenGL v attribs : 16 info | OpenGL varyings : 41 info | Regal vendor : Intel info | Regal renderer : Mobile Intel(R) 4 Series Express Chipset Family info | Regal version : 2.1.0 - Build 184.108.40.20669 info | Regal extensions : GL_3DFX_texture_compression_FXT1 GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_bu ffers GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL _ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_l anguage_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_textur e_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_non_power_of_two GL_ARB_t exture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_ shader GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_debug_marker GL_EXT_draw_buffers2 GL_EXT_draw_ra nge_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_flo at GL_EXT_packed_pixels GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT _stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_text ure_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_swizzle GL_E XT_transform_feedback GL_GREMEDY_frame_terminator GL_GREMEDY_string_marker GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_conditional_render GL_NV_texgen_reflection GL_REGAL_ES1_0_compatibility GL_REGAL_ES1_1_compatibility GL_REGAL_enable GL_REGAL_error_string GL_REGAL_extension_query GL_RE GAL_log GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint info | Regal v attribs : 16 info | Activating emulation layer REGAL_EMU_FILTER info | Activating emulation layer REGAL_EMU_DSA info | Activating emulation layer REGAL_EMU_SO info | Activating emulation layer REGAL_EMU_BASEVERTEX info | Activating emulation layer REGAL_EMU_TEXSTO info | Activating emulation layer REGAL_EMU_PPA info | Activating emulation layer REGAL_EMU_OBJ found bundled python: C:\Program Files\Grafix\Blender\2.76\python WM: failed to allocate texture for triple buffer drawing (texture too large for graphics card).
FTL also doesn't work with these drivers.
My GPU appears to be Intel Express 4 Series GMA 4500MHD.
Jan 6 2016
This is Lenovo supplied driver and official Intel package refuses to install when it sees OEM version.
Used http://download.blender.org/ftp/sergey/softwaregl/win32/opengl32.dll because I have 32bit version. Executes ok, but menu crashes again. There is no warnings or texture messages this time.
All possible updates are installed, but I can't attach the file, because Blender exits silently after I choose this System Info. Here is the log from console:
Dec 30 2015
Is there an issue that allows to confirm emails in Phabricator?
Well, it is convenient to some degree. Roundup and GitHub support this and I suppose Bugzilla too. So, what is the rationale for disabling it?
I don't have another Vista at hand. Is there any diagnostic / testing mode in Blender to get more info during the crash? I mean it is 100% repeatable.