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From: Barry G. <bar...@ho...> - 2012-09-02 06:39:39
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here is the log from the last test of 5587 in release 2012-09-02T13:53:37 Windows 7 Compiled using MinGW GCC 4.6.2 Qt runtime version: 4.8.1 Qt compilation version: 4.8.2 Addressing mode: 32-bit Total memory: 3558 MB (unreliable) Total virtual memory: 2047 MB (unreliable) Physical memory in use: 43% Processor speed: 1497 MHz Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics Processor speed: 1497 MHz Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics Processor speed: 1497 MHz Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics Processor speed: 1497 MHz Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics C:\msys\home\Barry\stellarium\stellarium.exe ------------------------------------------------------- [ This is Stellarium 0.12.0 - http://www.stellarium.org ] [ Copyright (C) 2000-2012 Fabien Chereau et al ] ------------------------------------------------------- Writing log file to: "C:/Users/Barry/AppData/Roaming/Stellarium/log.txt" File search paths: 0 . "C:\Users\Barry\AppData\Roaming\Stellarium" 1 . "." Attempting to use an existing older config file. Config file is: "C:\Users\Barry\AppData\Roaming\Stellarium/config.ini" Going to initialize the OpenGL 2 renderer OpenGL supported version: "4.1.11159 Compatibility Profile Context" Qt GL paint engine is: "OpenGL2" QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. " Log of the compilation of builtin shader " plainShader " : "Vertex shader(s) linked, fragment shader(s) linked. " QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. " Log of the compilation of builtin shader " colorShader " : "Vertex shader(s) linked, fragment shader(s) linked. " QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. " Log of the compilation of builtin shader " textureShader " : "Vertex shader(s) linked, fragment shader(s) linked. " QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. " Log of the compilation of builtin shader " colorTextureShader " : "Vertex shader(s) linked, fragment shader(s) linked. " GL vendor is "ATI Technologies Inc." QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. " QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked. " Barry Gerdes Beaumont Hills Observatory S 33' 41' 44" E 150' 56' 32" > Date: Sun, 2 Sep 2012 03:52:35 +0200 > From: kii...@gm... > To: ste...@li... > Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk > > It did run on Ascendion's ATi Windows machine, with the GL2 backend. > Could you post log, and find out where exactly it crashed? > (i.e. run in a debugger, get to crash, backtrace) > > If it was simply lack of GL 2.1, it should fall back to GL1 - that > works with my VM build > as Windows only has GL 1.1 built in. > > I'll look at it tomorrow, it's 3:50 AM here. > > On 9/2/12, Barry Gerdes <bar...@ho...> wrote: > > > > Further to the last > > > > Stellarium build 5587 runs and builds OK in Debug mode > > It compiles OK in release but crashes at start up > > The error message refers to qtgui4.dll > > Debug uses qtgui4d.dll, release uses qtgui4.dll > > > > A cold install of Ubuntu 12.04 and stellarium 5587 builds and runs without > > any bother. (release mode) > > > > > > Barry Gerdes > > Beaumont Hills Observatory > > S 33' 41' 44" E 150' 56' 32" > > > > > > > > > > > > From: bar...@ho... > > To: ste...@li... > > Date: Sun, 2 Sep 2012 09:06:30 +1000 > > Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk > > > > > > > > > > I am still having trouble with Stellarium builds in Windows. > > > > I fiddled with (added new glext.h) build 5582 in Win-7 64bit and it built OK > > and ran. > > However I tried the same on another computer in Vista and XP and the compile > > still crashed as before. > > > > Today I built 5587 in Vista and XP on my laptop and while there are no > > compile problems Stellarium crashes at the splash screen. > > The log file stops while loading shaders and appears to need OpenGl 2.1 > > (maybe a screen driver update required) > > > > I also note that the size of the libstelmain.dll has dropped from 13MB to > > 9MB > > > > I will try a build on another computer. > > > > > > > > Barry Gerdes > > Beaumont Hills Observatory > > S 33' 41' 44" E 150' 56' 32" > > > > > > > >> Date: Sat, 1 Sep 2012 09:10:42 +0200 > >> From: kii...@gm... > >> To: ste...@li... > >> Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk > >> > >> I agree that this mess could have been avoided. > >> > >> I will at least test in a Windows VM before future merge requests. > >> > >> That said, at this point , I think it's just best to fix this and move > >> on. > >> > >> > >> As for these changes; I set up my environment on Windows according > >> to http://www.stellarium.org/wiki/index.php/Windows_Build_Instructions . > >> > >> Including gl.h/glext.h from MinGW as following: > >> > >> #include <GL/gl.h> > >> #include <GL/glext.h> > >> > >> works even without setting include path, but GL_RGBA32F is > >> still undefined. I can only get that to work by #including the glext.h > >> from OpenGL.org. > >> > >> Do we have different MinGW versions? > >> > >> Also, what about runtime? Does it run with GL other than 1.1 (I still > >> can't test this, even in the VM)? > >> > >> FM > >> > >> On 9/1/12, Barry Gerdes <bar...@ho...> wrote: > >> > > >> > Hi Timothy > >> > > >> > I stand by what I said. If it does not work on all systems it should not > >> > be > >> > commited to the trunk. > >> > If you can't test windows compiles you can always ask me. I run > >> > computers > >> > with a variety of Windows operatiing systems. as well as Linux > >> > In any case I have fixed the problem. It only required the addition of > >> > Mingw\include\Gl to the path. The necessary files were already there. > >> > > >> > Barry Gerdes > >> > Beaumont Hills Observatory > >> > S 33' 41' 44" E 150' 56' 32" > >> > > >> > > >> > > >> > > >> > > >> > Date: Fri, 31 Aug 2012 20:14:36 -0400 > >> > From: tr...@si... > >> > To: ste...@li... > >> > Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk > >> > > >> > That's not the way it works Barry. Trunk is trunk. This wa compiled - > >> > and > >> > compiles fine - on Mac and Ubuntu, the two OSes I have available. There > >> > is > >> > no expectation that a commit build on any platform. If a commit breaks > >> > one > >> > of the platforms, we try and get it fixed. > >> > > >> > But, just as our OpenGL sucks from lack of those skills, so too does > >> > our > >> > Windows builds, as we do not have active developers on Windows. Alex - > >> > and > >> > others - do their best to keep the Windows builds going, and your input > >> > definitely helps in that regard (and other areas actually). The reality > >> > is > >> > this is the state we are in, and the resources we have. > >> > > >> > So we will go our best to get the Windows build fixed, but, we will not > >> > reoll that commit back in the meantime. > >> > > >> > > >> > On Fri, Aug 31, 2012 at 5:39 PM, Barry Gerdes <bar...@ho...> > >> > wrote: > >> > > >> > > >> > > >> > Hi > >> > > >> > Stellarium still does not compile in windows, Same reason as before. > >> > Please > >> > before commiting updates to the trunk they must be tested on Windows. It > >> > is > >> > no good building on Linux and then not being compatable with windows. > >> > > >> > > >> > > >> > Barry Gerdes > >> > Beaumont Hills Observatory > >> > S 33' 41' 44" E 150' 56' 32" > >> > > >> > > >> > > >> >> Date: Fri, 31 Aug 2012 23:05:42 +0200 > >> > > >> >> From: geo...@un... > >> >> To: ste...@li... > >> >> Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk > >> >> > >> > > >> > > >> >> Sounds good. However, I cannot test it before next Thursday, maybe > >> >> even > >> >> later. Hopefully somebody else? > >> >> > >> >> Good luck, > >> >> Georg > >> >> > >> >> > >> >> On Fr, 31.08.2012, 22:22, Ferdinand Majerech wrote: > >> >> > I got it to work. > >> >> > > >> >> > You need to include gl.h and glext.h from the OpenGL site > >> >> > (http://www.opengl.org/registry/api/glext.h). I'll get it to > >> >> > commitable state tomorrow. I think it'd make most > >> >> > sense to simply add the glext.h to Stellarium source and include > >> >> > gl.h > >> >> > and glext.h on > >> >> > Windows only. > >> >> > > >> >> > In VirtualBox I could only test the builtin Windows (software) GL 1.1 > >> >> > . > >> >> > (Which ran at 2 FPS or so). There was actually one GL 1.1 specific > >> >> > bug, was fixed. > >> >> > > >> >> > Testing on Windows with GL higher than 1.1 would be useful - AFAIK > >> >> > in > >> >> > GL on Windows the extensions' and newer GL versions' functions are > >> >> > loaded at runtime to > >> >> > function pointers. If Qt doesn't do that for us there might be > >> >> > crashes > >> >> > on higher than > >> >> > GL1.1 (especially with the GL2 backend). > >> >> > > >> >> > > >> >> > > >> >> > >> >> > >> >> ------------------------------------------------------------------------------ > >> >> Live Security Virtual Conference > >> >> Exclusive live event will cover all the ways today's security and > >> >> threat landscape has changed and how IT managers can respond. > >> >> Discussions > >> >> > >> >> will include endpoint security, mobile security and the latest in > >> >> malware > >> >> > >> >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > >> >> _______________________________________________ > >> >> Stellarium-pubdevel mailing list > >> >> Ste...@li... > >> >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > >> > > >> > ------------------------------------------------------------------------------ > >> > Live Security Virtual Conference > >> > Exclusive live event will cover all the ways today's security and > >> > threat landscape has changed and how IT managers can respond. > >> > Discussions > >> > will include endpoint security, mobile security and the latest in > >> > malware > >> > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > >> > _______________________________________________ > >> > Stellarium-pubdevel mailing list > >> > Ste...@li... > >> > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > >> > > >> > > >> > > >> > ------------------------------------------------------------------------------ > >> > Live Security Virtual Conference Exclusive live event will cover all > >> > the > >> > ways today's security and threat landscape has changed and how IT > >> > managers > >> > can respond. Discussions will include endpoint security, mobile security > >> > and > >> > the latest in malware threats. > >> > http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > >> > _______________________________________________ Stellarium-pubdevel > >> > mailing > >> > list Ste...@li... > >> > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > >> > >> ------------------------------------------------------------------------------ > >> Live Security Virtual Conference > >> Exclusive live event will cover all the ways today's security and > >> threat landscape has changed and how IT managers can respond. Discussions > >> > >> will include endpoint security, mobile security and the latest in malware > >> > >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > >> _______________________________________________ > >> Stellarium-pubdevel mailing list > >> Ste...@li... > >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > > > > ------------------------------------------------------------------------------ > > Live Security Virtual Conference Exclusive live event will cover all the > > ways today's security and threat landscape has changed and how IT managers > > can respond. Discussions will include endpoint security, mobile security and > > the latest in malware threats. > > http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > > _______________________________________________ Stellarium-pubdevel mailing > > list Ste...@li... > > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel |