Kattmandu Posted October 10, 2024 Posted October 10, 2024 (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. Clicking on links in error message window does not open anything. Clean installed Nvidia graphics driver v565.90 (WHQL) without any "bloatware". 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.txtFetching info... TexGen_SSE_Debug_log.txtFetching info... Edited October 10, 2024 by Kattmandu
0 Coffee2a Posted December 16, 2024 Posted December 16, 2024 On 12/16/2024 at 4:15 PM, sheson said: An OpenGL error is a different error than the range check error from other earlier test version. Delete all files in the log folder, run this test version https://mega.nz/file/QI4VBQqI#B0HVAgPv8DIlb0Afw7IasoNw4mR2IcDv-xrMga0C454, upload new logs. Expand Still OpenGL Error
0 Theovv Posted December 17, 2024 Posted December 17, 2024 (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 December 17, 2024 by Theovv
0 sheson Posted December 17, 2024 Posted December 17, 2024 On 12/17/2024 at 7:33 PM, 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. Expand 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/2/#findComment-282545If 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 Theovv Posted December 18, 2024 Posted December 18, 2024 On 12/17/2024 at 9:28 PM, 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/2/#findComment-282545If 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. Expand 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?
0 sheson Posted December 18, 2024 Posted December 18, 2024 On 12/18/2024 at 6:26 PM, 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? Expand 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 Theovv Posted December 18, 2024 Posted December 18, 2024 On 12/18/2024 at 7:55 PM, 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. Expand 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 sheson Posted December 18, 2024 Posted December 18, 2024 On 12/18/2024 at 8:05 PM, 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? Expand 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 Theovv Posted December 19, 2024 Posted December 19, 2024 (edited) On 12/18/2024 at 8:28 PM, 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. Expand 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 December 19, 2024 by Theovv
0 sheson Posted December 20, 2024 Posted December 20, 2024 On 12/19/2024 at 3:35 PM, 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. Expand 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 Splitpaws Posted December 22, 2024 Posted December 22, 2024 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 sheson Posted December 22, 2024 Posted December 22, 2024 On 12/22/2024 at 6:40 AM, 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 Expand 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/2/#findComment-282545 What textures do you believe are not generated by TexGen but should be?
0 aazz Posted December 22, 2024 Posted December 22, 2024 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.txtFetching info... TexGen_SSE_Debug_log.7zFetching info...
0 sheson Posted December 22, 2024 Posted December 22, 2024 On 12/22/2024 at 3:15 PM, 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 Expand 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/2/#findComment-282545Then 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 aazz Posted December 22, 2024 Posted December 22, 2024 On 12/22/2024 at 4:51 PM, 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/2/#findComment-282545 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 Expand 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.7zFetching info...
0 Fiery Posted December 29, 2024 Posted December 29, 2024 (edited) Hello, I am getting an error when generating TexGen and I have no clue how to fix. This is with 3.0.182 "Error: OpenGL:F:\GameTools\DynDOLOD\TexGen_Output\textures\lod\sdragontile01lodframebufferobjects unsupported." Also it talks about doing a clean install of WHQL, which I have no idea what that is and doing a google of that was useless. Can anyone tell me what this is in regards to? I have had this problem for 3 months so been back on an older version but now when I try to launch the problem free older version it warns me its out of date and all I can do is close it down. So now Tex Gen and Dyndolod is utterly broken for me. Edited December 29, 2024 by Fiery
Question
Kattmandu
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.
Clicking on links in error message window does not open anything.
Clean installed Nvidia graphics driver v565.90 (WHQL) without any "bloatware".
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.txtFetching info...
TexGen_SSE_Debug_log.txtFetching info...
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sheson
If you do not select tree LOD billboards it runs through? Add GLListDebug=1 to the TexGen INI and upload new logs. I wonder if using driver version 561.09 makes a difference.
sheson
Both debugs logs show that both RenderSingle=0 and RenderTexturesSingleThread=0 are set. You do not seem to be using the test version from https://stepmodifications.org/forum/topic/20153-error-op
sheson
Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Try the test version from http
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