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Posted (edited)

Persistent OpenGL error.  Not always on the same file however.

[02:04] Error: OpenGL: F:\Tools\DynDOLOD\TexGen_Output\textures\lod\largeimperialtentlod framebuffer objects unsupported.

[02:06] Error: OpenGL: F:\Tools\DynDOLOD\TexGen_Output\textures\lod\whtrimstone1lod framebuffer objects unsupported.

image.thumb.png.f4c96f646b3f3eedf7a933fab7229f21.png

Clicking on links in error message window does not open anything.

Clean installed Nvidia graphics driver v565.90 (WHQL) without any "bloatware".

image.thumb.png.d472b65d6a0263b0d61817b799febd7f.png

image.thumb.png.baefefc6560488466972364c0413a8be.png

Restarted computer twice.

Using:

DynDOLOD DLL NG and Scripts 3.00 Alpha 33

DynDOLOD Resources SE 3.00 Alpha 53

DynDOLOD 3.00 Alpha 181

 

Log files:

TexGen_SSE_log.txt

TexGen_SSE_Debug_log.txt

Edited by Kattmandu

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  • 0
Posted (edited)

Hello,

I get this error during running Texgen:
https://imgur.com/MpVlLlT

I didnt run Xlodgen. My Nvidia drivers are up to date. 

These are the logs: https://ufile.io/f/oaaqq

In the menu, I selected "trees" as well as "hd trees". I dont know if these is necessary, or that I need to choose 1

I hope someone can help me out. 

Edited by Theovv
  • 0
Posted
1 hour ago, Theovv said:

Hello,

I get this error during running Texgen:
https://imgur.com/MpVlLlT

I didnt run Xlodgen. My Nvidia drivers are up to date. 

These are the logs: https://ufile.io/f/oaaqq

In the menu, I selected "trees" as well as "hd trees". I dont know if these is necessary, or that I need to choose 1

I hope someone can help me out. 

Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
Copy and paste text instead of making screenshots of text. Text can be indexed and searched so posts can be found more easily.
If the option Copy message to clipboard is available on a message prompt, use it to copy and paste the text.
Screenshots of text means it can not be searched, copied or pasted. Screenshots of text means the text can not be read by screen readers. Screenshots of text makes it hard to read on small screens. Text needs less space compared to images. Copy pasting text is easier to do than taking screenshots and uploading images.

See posts above.
Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/5/#comment-283617. Add GLDebug=1 under [TexGen] to D:\Games\Dyndolod\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini, delete all old logs beforehand.
If it still fails, upload new log and debug log.

If it still has the same OpenGL error, add RenderTexturesSingleThread=1 under [TexGen] to TexGen_SSE.ini and try again. That should hopefully let it run through for now.

 

  • 0
Posted (edited)
22 hours ago, sheson said:

Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
Copy and paste text instead of making screenshots of text. Text can be indexed and searched so posts can be found more easily.
If the option Copy message to clipboard is available on a message prompt, use it to copy and paste the text.
Screenshots of text means it can not be searched, copied or pasted. Screenshots of text means the text can not be read by screen readers. Screenshots of text makes it hard to read on small screens. Text needs less space compared to images. Copy pasting text is easier to do than taking screenshots and uploading images.

See posts above.
Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/5/#comment-283617. Add GLDebug=1 under [TexGen] to D:\Games\Dyndolod\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini, delete all old logs beforehand.
If it still fails, upload new log and debug log.

If it still has the same OpenGL error, add RenderTexturesSingleThread=1 under [TexGen] to TexGen_SSE.ini and try again. That should hopefully let it run through for now.

 

I added this to Texgen_SSE.ini:

;Fix Errors While Running
RenderSingle=1
RenderTexturesSingleThread=1

And Texgen completed now. Thank you! 

Here are the logs: https://ufile.io/f/nbtcq

2 questions:
- I selected both "trees" as "hd trees". For the best graphic quality, do I need to select only "hd trees", or both?
- The way that Texgen ran, with the additions to the .ini file, does that have any negative impact on the graphical quality of the outcome in the game? 

Edited by Theovv
  • 0
Posted
1 hour ago, Theovv said:

I added this to Texgen_SSE.ini:

;Fix Errors While Running
RenderSingle=1
RenderTexturesSingleThread=1

And Texgen completed now. Thank you! 

Here are the logs: https://ufile.io/f/nbtcq

2 questions:
- I selected both "trees" as "hd trees". For the best graphic quality, do I need to select only "hd trees", or both?
- The way that Texgen ran, with the additions to the .ini file, does that have any negative impact on the graphical quality of the outcome in the game? 

https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered
HD Tree LOD billboards are for the optional ultra tree LOD generation.

https://dyndolod.info/Help/Tree-Grass-LOD-Billboards
HD LOD billboards are diffuse and normal map *.DDS textures that show the rendered 3D model from a front and a side view. They can only be used with ultra tree LOD and DynDOLOD 3.

https://dyndolod.info/Help/Ultra-Tree-LOD#Requirements
Ultra tree LOD requires tree LOD billboards generated by TexGen. ... Consider generating HD Tree LOD billboards with normal map textures for better looking tree LOD that reacts more naturally to lighting than standard tree LOD.

https://dyndolod.info/Help/Ultra-Tree-LOD#Generating
While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals.

  • 0
Posted
9 minutes ago, sheson said:

https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered
HD Tree LOD billboards are for the optional ultra tree LOD generation.

https://dyndolod.info/Help/Tree-Grass-LOD-Billboards
HD LOD billboards are diffuse and normal map *.DDS textures that show the rendered 3D model from a front and a side view. They can only be used with ultra tree LOD and DynDOLOD 3.

https://dyndolod.info/Help/Ultra-Tree-LOD#Requirements
Ultra tree LOD requires tree LOD billboards generated by TexGen. ... Consider generating HD Tree LOD billboards with normal map textures for better looking tree LOD that reacts more naturally to lighting than standard tree LOD.

https://dyndolod.info/Help/Ultra-Tree-LOD#Generating
While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals.

After reading this, I'm still not sure, but it seems that I need to select both "HD Trees" and "trees" and that it will use hd trees where possible, and trees for the rest. Is that correct? 

And my other question: - The way that Texgen ran, with the additions to the .ini file, does that have any negative impact on the graphical quality of the outcome in the game, compared to running Texgen without those additions to the .ini file? 

  • 0
Posted
23 minutes ago, Theovv said:

After reading this, I'm still not sure, but it seems that I need to select both "HD Trees" and "trees" and that it will use hd trees where possible, and trees for the rest. Is that correct? 

And my other question: - The way that Texgen ran, with the additions to the .ini file, does that have any negative impact on the graphical quality of the outcome in the game, compared to running Texgen without those additions to the .ini file? 

It is not possible to check HD Tree without Tree being checked. If there is no HD tree LOD billboard it will use the standard billboard.
The settings change from multi threading to single threading. That does not change what is generated.
If there is a problem with the generated output, then report it.

  • 0
Posted (edited)
19 hours ago, sheson said:

It is not possible to check HD Tree without Tree being checked. If there is no HD tree LOD billboard it will use the standard billboard.
The settings change from multi threading to single threading. That does not change what is generated.
If there is a problem with the generated output, then report it.

I've been able to run Texgen en Dyndolod now with this added to Texgen_SSE.ini:
;Fix Errors While Running
RenderSingle=1
RenderTexturesSingleThread=1

Texgen settings:
Hd Trees

Dyndolod settings:
Ultra
High
Level 0 on Lod Level 4 and Billboard 4 on Lod Level 8 and 16. for tree and wrtempletree rows

Tree mods:
Nature of the Wild Lands (3.0) + Nature of the Wild Lands updated (3.05)
Traverse the Ulvenwald (3.3.2)

3D lods:
Nature of the Wild Lands 3D Lods (1.01)
Ulvenwald 3D Lod resources (WIP Alpha v.0.1)

Patch:
Shadows NotWL - Ulvenwald Patch

The rest is still vanilla skyrim, no enb. Just things like USSEP, SKSE, Address Libraries, SkyUI, Papyrus 
Dyndolod Resources SE 3.00
Dyndolod DLL SE Scripts 2.82.9 
Dyndolod DLL SE Steam 1.6.1170

Logs: https://ufile.io/f/0xfe9

Screenshots:
https://imgur.com/8ElKLUx
https://imgur.com/ebn6lNF

Does this seem to look as it should? At least no billboards in active exterior cells. But the dark parts on the further away trees look a bit weird. 

Edited by Theovv
  • 0
Posted
16 hours ago, Theovv said:

I've been able to run Texgen en Dyndolod now with this added to Texgen_SSE.ini:
;Fix Errors While Running
RenderSingle=1
RenderTexturesSingleThread=1

Texgen settings:
Hd Trees

Dyndolod settings:
Ultra
High
Level 0 on Lod Level 4 and Billboard 4 on Lod Level 8 and 16. for tree and wrtempletree rows

Tree mods:
Nature of the Wild Lands (3.0) + Nature of the Wild Lands updated (3.05)
Traverse the Ulvenwald (3.3.2)

3D lods:
Nature of the Wild Lands 3D Lods (1.01)
Ulvenwald 3D Lod resources (WIP Alpha v.0.1)

Patch:
Shadows NotWL - Ulvenwald Patch

The rest is still vanilla skyrim, no enb. Just things like USSEP, SKSE, Address Libraries, SkyUI, Papyrus 
Dyndolod Resources SE 3.00
Dyndolod DLL SE Scripts 2.82.9 
Dyndolod DLL SE Steam 1.6.1170

Logs: https://ufile.io/f/0xfe9

Screenshots:
https://imgur.com/8ElKLUx
https://imgur.com/ebn6lNF

Does this seem to look as it should? At least no billboards in active exterior cells. But the dark parts on the further away trees look a bit weird. 

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots#Rudimentary-Troubleshooting how to test if something is LOD with tll in console.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model(s) with more informative console to show its base record form ID and how to make a close up of the LOD model with tfc in console.
Also upload D:\Games\DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt

The logs show you generated 3D tree LOD with 3D tree LOD models in LOD level 4. So the LOD for whatever trees you are wondering about are most like 3rd party 3D tree LOD models from the mod you installed. I can not say anything about their quality or how they are supposed to look or if that is the best their author could achieve. You can also check DynDOLOD_SSE_Object_LOD.txt for a base record form ID of a tree to find out which LOD assets were used. Typically 3D tree LOD models use the full textures, which is then added to the object texture atlas by DynDOLOD, which means those LOD assets used in LOD Level 4 does not rely on anything that TexGen generates. That would only be the billboards in the higher LOD levels that are further away, but you do not seem to be asking about them.

  • 0
Posted

Hello again!

Im back as nothing as really changed, texgen is not creating "enough" textures to the point where dyndolod cant find it. As far as i can see in the textures generated it only generates for the vanilla game and nothing for my mods, which is what i assume is what's tripping up dyndolod. Ive generated the textures away from mo2, and done prevously discussed ini changes to even get the program running. Pardon any mistakes..

 

texgen debuglog: https://ufile.io/27nqisul

texgen log: https://ufile.io/a9tazw6u

  • 0
Posted
1 hour ago, Splitpaws said:

Hello again!

Im back as nothing as really changed, texgen is not creating "enough" textures to the point where dyndolod cant find it. As far as i can see in the textures generated it only generates for the vanilla game and nothing for my mods, which is what i assume is what's tripping up dyndolod. Ive generated the textures away from mo2, and done prevously discussed ini changes to even get the program running. Pardon any mistakes..

 

texgen debuglog: https://ufile.io/27nqisul

texgen log: https://ufile.io/a9tazw6u

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload.

Use the test version from this post https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/5/#findComment-283617

What textures do you believe are not generated by TexGen but should be?

  • 0
Posted

hello sheson
Could I possibly get a solution for this error??

image.thumb.png.2f8a0c531ca4e610bf57355aac32cc45.png

If I remove that texture, the other textures will cause the same error.
I'm using an nvidia graphics card and I don't use any crapware. The graphics card driver is the latest version.
A bug report is not created, and if you rerun it 3-4 times, it sometimes runs normally.

 

TexGen_SSE_log.txt TexGen_SSE_Debug_log.7z

  • 0
Posted
1 hour ago, aazz said:

hello sheson
Could I possibly get a solution for this error??

If I remove that texture, the other textures will cause the same error.
I'm using an nvidia graphics card and I don't use any crapware. The graphics card driver is the latest version.
A bug report is not created, and if you rerun it 3-4 times, it sometimes runs normally.

 

TexGen_SSE_log.txt 527.32 kB · 1 download TexGen_SSE_Debug_log.7z 1.78 MB · 1 download

Moved to the related thread.

Use the "Copy this message to clipboard" to copy and paste the text of a message instead of posting a screenshot. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

Removing billboards that have been created to the output folder successfully does not affect billboard generation failing or not. Billboards are generated from full meshes and full textures. Do the grass/tree mods have large resolution full textures?

Get the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/5/#findComment-283617.
Delete all old logs and run again. Upload new logs if problem persists.

Then test if adding RenderSingle=1 under [TexGen] in C:\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini makes a difference.
If not, also add RenderBillboardsSingleThread=1.
If issue happens latter when generating rendered object LOD textures, also add RenderTextureSingleThread=1

 

  • 0
Posted
1 hour ago, sheson said:

Moved to the related thread.

Use the "Copy this message to clipboard" to copy and paste the text of a message instead of posting a screenshot. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

Removing billboards that have been created to the output folder successfully does not affect billboard generation failing or not. Billboards are generated from full meshes and full textures. Do the grass/tree mods have large resolution full textures?

Get the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/5/#findComment-283617.
Delete all old logs and run again. Upload new logs if problem persists.

Then test if adding RenderSingle=1 under [TexGen] in C:\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini makes a difference.
If not, also add RenderBillboardsSingleThread=1.
If issue happens latter when generating rendered object LOD textures, also add RenderTextureSingleThread=1

 

I ran it as a test version and it ran perfectly without a single failure. thank you
I will attach the log.
And I use the Freaks Floral Fields grass mod and the Traverse the Ulvenwald tree mod.

TexGen_SSE_Debug_log.7z

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