Hallo, i installed today the new Intel HD Graphics Driver version 15.28.7.64.2867 WHQL 64Bit on windows 7 Ultimate x64.
After install i wanted test Doom3 BFG Edition. But if i start the game, it show this error message...
[note]
QA Timing INIT: 000000ms
D3BFG 1.1400 win-x86 Oct 5 2012 11:38:38
3411 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
15328 MB System Memory
-1024 MB Video Memory
doom using MMX & SSE for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Loaded resource file _common.resources
Loaded resource file _ordered.resources
Loaded resource file _sound_pc.resources
Loaded resource file _sound_pc_en.resources
Loaded resource file _sound_pc_fr.resources
Loaded resource file _sound_pc_gr.resources
Loaded resource file _sound_pc_it.resources
Loaded resource file _sound_pc_jp.resources
Loaded resource file _sound_pc_sp.resources
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
------------------------------
Couldn't open journal files
execing default.cfg
execing D3BFGConfig.cfg
couldn't exec autoexec.cfg
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:4 stereo:0 fullscreen:1
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...using WGL_EXT_swap_control_tear
display device: 0
DeviceName : \\.\DISPLAY1
DeviceString: Intel(R) HD Graphics 4000
StateFlags : 0x8000005
DeviceID : PCI\VEN_8086&DEV_0162&SUBSYS_844D1043&REV_09
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{517914B1-64A2-4AD1-A23F-57D88A2BC8E9}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: PnP-Monitor (Standard)
StateFlags : 0x3
DeviceID : MONITOR\ACI2498\{4d36e96e-e325-11ce-bfc1-08002be10318}\0014
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0014
dmPosition.x : 0
dmPosition.y : 0
dmBitsPerPel : 32
dmPelsWidth : 1920
dmPelsHeight : 1080
dmDisplayFlags : 0x0
dmDisplayFrequency: 60
display device: 0
DeviceName : \\.\DISPLAY1
DeviceString: Intel(R) HD Graphics 4000
StateFlags : 0x8000005
DeviceID : PCI\VEN_8086&DEV_0162&SUBSYS_844D1043&REV_09
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{517914B1-64A2-4AD1-A23F-57D88A2BC8E9}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: PnP-Monitor (Standard)
StateFlags : 0x3
DeviceID : MONITOR\ACI2498\{4d36e96e-e325-11ce-bfc1-08002be10318}\0014
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0014
dmPosition.x : 0
dmPosition.y : 0
dmBitsPerPel : 32
dmPelsWidth : 1920
dmPelsHeight : 1080
dmDisplayFlags : 0x0
dmDisplayFrequency: 60
...created window @ 0,0 (1920x1080)
Initializing OpenGL driver
...creating GL context: created OpenGL 3.2 context
succeeded
...making context current: succeeded
...using WGL_EXT_swap_control_tear
------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
freespace_version: 0.6
0 freespace devices
------------------------------------
OpenGL Version: 3.2
OpenGL Vendor : Intel
OpenGL GLSL : 1.5
...using GL_ARB_multitexture
X..GL_EXT_direct_state_access not found
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_EXT_texture_lod_bias
...using GL_ARB_seamless_cube_map
...using GL_ARB_framebuffer_sRGB
...using GL_ARB_vertex_buffer_object
...using GL_ARB_map_buffer_range
...using GL_ARB_vertex_array_object
...using GL_ARB_draw_elements_base_vertex
...using GL_ARB_fragment_program
...using GL_ARB_uniform_buffer_object
X..GL_EXT_depth_bounds_test not found
...using GL_ARB_sync
...using GL_ARB_occlusion_query
...using GL_ARB_timer_query
X..GL_ARB_debug_output not found
----- Initializing Render Shaders -----
While compiling vertex program renderprogs\gui.vertex
-----------------
1: #version 150
2: #define PC
3:
4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
9:
10:
11: uniform vec4 _va_[4];
12:
13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }
14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }
15: vec4 swizzleColor (vec4 c ) {return c ; }
16:
17: in vec4 in_Position;
18: in vec2 in_TexCoord;
19: in vec4 in_Normal;
20: in vec4 in_Tangent;
21: in vec4 in_Color;
22: in vec4 in_Color2;
23:
24: out vec4 gl_Position;
25: out vec2 vofi_TexCoord0;
26: out vec4 vofi_TexCoord1;
27: out vec4 gl_FrontColor;
28:
29: void main() {
30: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;
31: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;
32: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;
33: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;
34: vofi_TexCoord0 . xy = in_TexCoord . xy ;
35: vofi_TexCoord1 = ( swizzleColor ( in_Color2 ) * 2 ) - 1 ;
36: gl_FrontColor = swizzleColor ( in_Color ) ;
37: }
-----------------
ERROR: 0:? : 'gl_FrontColor' : variable is not available in current GLSL version
While compiling fragment program renderprogs\gui.pixel
-----------------
1: #version 150
2: #define PC
3:
4: void clip( float v ) { if ( v < 0.0 ) { discard; } }
5: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }
6: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }
7: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }
8:
9: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
10: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
11: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
12: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
13:
14: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }
15: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }
16:
17: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }
18: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }
19:
20: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }
21: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }
22:
23: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }
24: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }
25: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }
26:
27: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }
28: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }
29: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }
30: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }
31:
32: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }
33: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
34: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
35: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
36:
37: uniform sampler2D samp0;
38:
39: in vec4 gl_FragCoord;
40: in vec2 vofi_TexCoord0;
41: in vec4 vofi_TexCoord1;
42: in vec4 gl_Color;
43:
44: out vec4 gl_FragColor;
45:
46: void main() {
47: vec4 color = ( tex2D ( samp0 , vofi_TexCoord0 ) * gl_Color ) + vofi_TexCoord1 ;
48: gl_FragColor . xyz = color. xyz * color. w ;
49: gl_FragColor . w = color. w ;
50: }
-----------------
ERROR: 0:? : 'gl_Color' : variable is not available in current GLSL version
While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp
Link called without any attached shader objects.
--------- Game Map Shutdown ----------
--------------------------------------
********************
ERROR: While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp
********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
[/note]