To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Hello all, hope you are well. I've been out of the Pioneer universe for a while (real life got in the way [ :(] ), but hoping to give it another go.
I can't get it to run on Debian 8 (strictly Testing / Sid at the moment) inside an already running xsession. Unfortunately we don't have libglut3-dev, we're using freeglut3-dev. Not sure if that's the reason.
apt-cache policy freeglut3-dev
freeglut3-dev:
Installed: 2.8.1-2
Candidate: 2.8.1-2
Version table:
*** 2.8.1-2 0
990 http://ftp.de.debian.org/debian/ testing/main amd64 Packages
500 http://ftp.de.debian.org/debian/ unstable/main amd64 Packages
100 /var/lib/dpkg/status
I tried building from git, and using the latest build from the website. This is what I get:
./pioneer
ver 20141231 (50cdfd1) on: Linux
System Name: Linux
Host Name: stirfry
Release(Kernel) Version: 3.16.0-4-amd64
Kernel Build Timestamp: #1 SMP Debian 3.16.7-ckt2-1 (2014-12-08)
Machine Arch: x86_64
Domain Name: (none)
SDL Version 2.0.3
Failed to set video mode. (Couldn't find matching GLX visual). Re-trying without multisampling.
Failed to set video mode. (Could not create GL context). Re-trying with 16-bit depth buffer
Failed to set video mode. (Couldn't find matching GLX visual). Re-trying with 16-bit depth buffer and no multisampling
error: Failed to set video mode: Could not create GL context
I deleted my ~/.pioneer folder, and it doesn't create logs when I try to run it like this.
It's Intel integrated graphics, and it used to work OK a year or so ago (a Thinkpad X201-T). Glxgears and suchlike run fine.
lspci
...
00:02.0 VGA compatible controller: Intel Corporation Core Processor Integrated Graphics Controller (rev 02)
If I switch to another virtual console, I can run it with
xinit ./pioneer -- :1
but it runs so slowly as to be unplayable - something like 1 - 2 frames / sec. It creates this opengl.txt
cat opengl.txt
OpenGL version 3.3 (Core Profile) Mesa 10.3.2, running on VMware, Inc. Gallium 0.4 on llvmpipe (LLVM 3.5, 128 bits)
Available extensions:
Shading language version: 3.30
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conditional_render_inverted
GL_ARB_copy_buffer
GL_ARB_conservative_depth
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_shader
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_get_program_binary
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_sprite
GL_ARB_provoking_vertex
GL_ARB_robustness
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_bit_encoding
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_packing
GL_ARB_shading_language_420pack
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression_rgtc
GL_ARB_texture_float
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_rectangle
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_rg
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_EXT_abgr
GL_EXT_blend_equation_separate
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_sRGB
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_pixel_buffer_object
GL_EXT_provoking_vertex
GL_EXT_shader_integer_mix
GL_EXT_texture_array
GL_EXT_texture_compression_dxt1
GL_ANGLE_texture_compression_dxt3
GL_ANGLE_texture_compression_dxt5
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_integer
GL_EXT_texture_mirror_clamp
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array_bgra
GL_OES_EGL_image
GL_OES_read_format
GL_KHR_debug
GL_AMD_conservative_depth
GL_AMD_draw_buffers_blend
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_trinary_minmax
GL_ATI_blend_equation_separate
GL_ATI_texture_compression_3dc
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_IBM_multimode_draw_arrays
GL_MESA_pack_invert
GL_MESA_texture_signed_rgba
GL_MESA_ycbcr_texture
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_packed_depth_stencil
GL_S3_s3tc
Implementation Limits:
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 48
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 8192
GL_MAX_DRAW_BUFFERS = 8
GL_MAX_ELEMENTS_INDICES = 3000
GL_MAX_ELEMENTS_VERTICES = 3000
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS = 16384
GL_MAX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_TEXTURE_LOD_BIAS = 16
GL_MAX_TEXTURE_SIZE = 8192
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_VERTEX_UNIFORM_COMPONENTS = 16384
GL_NUM_COMPRESSED_TEXTURE_FORMATS = 3
GL_SAMPLE_BUFFERS = 0
GL_SAMPLES = 0
GL_ALIASED_LINE_WIDTH_RANGE = 1, 255
GL_MAX_VIEWPORT_DIMS = 8192, 8192
GL_SMOOTH_LINE_WIDTH_RANGE = 1, 255
GL_SMOOTH_POINT_SIZE_RANGE = 0, 255
Compressed texture formats:
0x83f0
0x83f2
0x83f3
from this config.ini
cat config.ini
AntiAliasingMode=0
BindBottomCamera=Key1073741915,Key1073741902
BindCameraRollLeft=Key1073741913
BindCameraRollRight=Key1073741915
BindCameraRotateDown=Key1073741914,Key1073741905
BindCameraRotateLeft=Key1073741916,Key1073741904
BindCameraRotateRight=Key1073741918,Key1073741903
BindCameraRotateUp=Key1073741920,Key1073741906
BindDecreaseScanRange=Key91
BindDecreaseSpeed=Key1073742053
BindFireLaser=Key32
BindFireMissile=Key109
BindFrontCamera=Key1073741920,Key1073741906
BindIncreaseScanRange=Key93
BindIncreaseSpeed=Key13
BindKillRot=Key112
BindLeftCamera=Key1073741916,Key1073741904
BindMapLockHyperspaceTarget=Key32
BindMapStartSearch=Key47,Key1073741908
BindMapToggleInfoPanel=Key9
BindMapToggleSelectionFollowView=Key13,Key1073741912
BindMapViewReset=Key114
BindMapViewRotateDown=Key115
BindMapViewRotateLeft=Key97
BindMapViewRotateRight=Key100
BindMapViewRotateUp=Key119
BindMapViewShiftBackward=Key1073741902
BindMapViewShiftDown=Key1073741905
BindMapViewShiftForward=Key1073741899
BindMapViewShiftLeft=Key1073741904
BindMapViewShiftRight=Key1073741903
BindMapViewShiftUp=Key1073741906
BindMapWarpToCurrent=Key99
BindMapWarpToHyperspaceTarget=Key104
BindMapWarpToSelection=Key103
BindPitchDown=Key119
BindPitchUp=Key115
BindRearCamera=Key1073741914,Key1073741905
BindResetCamera=Key1073741898
BindRightCamera=Key1073741918,Key1073741903
BindRollLeft=Key113
BindRollRight=Key101
BindTargetObject=Key116
BindThrustBackwards=Key107
BindThrustDown=Key111
BindThrustForward=Key105
BindThrustLeft=Key106
BindThrustLowPower=Key1073742049
BindThrustRight=Key108
BindThrustUp=Key117
BindToggleHudMode=Key9
BindToggleLuaConsole=Key96
BindToggleRotationDamping=Key114
BindToggleScanMode=Key92
BindTopCamera=Key1073741921,Key1073741899
BindViewZoomIn=Key1073741911,Key61
BindViewZoomOut=Key1073741910,Key45
BindYawLeft=Key97
BindYawRight=Key100
CompactScanner=1
DefaultLowThrustPower=0.25
DetailCities=1
DetailPlanets=1
DisableEclipse=0
DisableSound=0
DisplayNavTunnel=0
EnableCockpit=0
EnableGLDebug=0
EnableJoystick=1
FOVVertical=65
HudTrails=0
InvertMouseY=0
JoystickDeadzone=0.2
Lang=en
MasterMuted=0
MasterVolume=0.8
MaxPhysicsCyclesPerRender=4
MusicMuted=0
MusicVolume=0.8
RedirectStdio=0
ScrHeight=768
ScrWidth=1024
SectorViewXRotation=-10.0
SectorViewZRotation=0
SectorViewZoom=2.0
SfxMuted=0
SfxVolume=0.8
SpeedLines=0
StartFullscreen=1
UseTextureCompression=1
VSync=0
WorkerThreads=0
Any suggestions? It's not great hardware, but I was hoping I could still just about play...
Thanks.
Hi!
I also have a Thinkpad X201, Intel graphics, and we need to be on 20141118 version for now.
Please see the FAQ for further details:
<a href="""Pioneer_.28pre_2014-11-19.29_used_to_work.
Impaktor, don't give false hope. We're not likely to go back to an OpenGL lesser than 3, so this chip is doomed, unless using llvmpipe, which, as you showed, isn't very efficient (but is useful for us developers)
If you're referring to the "for now"-part, I just threw that in since I don't know what the exact OpenGL version x201 supports. If it's 3.1 then it should work: #3280. If it's less than 3.1, it will not.
If it's the same laptop you made me look into a few weeks ago, it was something like 2.1.
Thanks for the info (and apologies for not checking the FAQ!)
I've read claims elsewhere that this chip (which I think is known as an Intel GMA HD, but I'm not really sure) can support OpenGL 3.0 on Windows, so perhaps some version of 3 will end up in the Linux drivers one day. I tried upgrading xserver-xorg-video-intel to Debian Experimental, but that didn't get me any further. It does run with LIBGL_ALWAYS_SOFTWARE=1 ./pioneer, but again too slowly to be playable.
The older version linked in the FAQ runs fine, so I suppose I'll play that for a while and keep my fingers crossed for a new driver (or see who cracks first - you porting Pioneer to Android, or me buying a new laptop 🙂 )
Cheers.
LIBGL_ALWAYS_SOFTWARE runs it using llvmpipe, which is software rendering not using the Intel chip. If your chip is an Intel GMA, it is either OpenGL 2.1 or a PowerVR chip, which would mean you would be out of luck as those don't have any Linux driver, at all. Sorry!
No worries - I didn't buy this thing for hardcore gaming 😉
Good luck with the project - I'll definitely come back up to master when I can, hopefully have another bash at making some models (I really like what I've seen so far of the graphical direction it's taking).