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HD Graphics Driver V2867 Doom3 BFG not Start !

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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]


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