WorldRenderer::RenderCellTypes GL ERROR 0x502

(previously 'DEVELOPER') Private forum for registered community members. To register, please visit www.prison-architect.com/register.

Moderator: NBJeff

asdmin
level0
Posts: 4
Joined: Fri Sep 20, 2013 11:01 am

WorldRenderer::RenderCellTypes GL ERROR 0x502

Postby asdmin » Sun Sep 22, 2013 4:56 pm

Hi,

Hi,

The game continuously printing the following output:
==OPENGL==> [location 'MainLoop'] error code 0x502 (invalid operation)
(WorldRenderer::RenderCellTypes GL ERROR 0x502
==OPENGL==> [location 'MainLoop'] error code 0x502 (invalid operation)
(WorldRenderer::RenderCellTypes GL ERROR 0x502
==OPENGL==> [location 'MainLoop'] error code 0x502 (invalid operation)
(WorldRenderer::RenderCellTypes GL ERROR 0x502
==OPENGL==> [location 'MainLoop'] error code 0x502 (invalid operation)
(WorldRenderer::RenderCellTypes GL ERROR 0x502
==OPENGL==> [location 'MainLoop'] error code 0x502 (invalid operation)
(WorldRenderer::RenderCellTypes GL ERROR 0x502
==OPENGL==> [location 'MainLoop'] error code 0x502 (invalid operation)
(WorldRenderer::RenderCellTypes GL ERROR 0x502

The screen is junked (see here: Image). The overall performance of tha game is very poor.


glxinfo output:
name of display: :0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,
GLX_OML_swap_method, GLX_SGI_swap_control, GLX_SGIS_multisample,
GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group,
GLX_INTEL_swap_event
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
GLX_ARB_create_context, GLX_ARB_create_context_profile,
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_framebuffer_sRGB,
GLX_EXT_create_context_es2_profile, GLX_MESA_copy_sub_buffer,
GLX_MESA_multithread_makecurrent, GLX_MESA_swap_control,
GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGI_make_current_read,
GLX_SGI_swap_control, GLX_SGI_video_sync, GLX_SGIS_multisample,
GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group,
GLX_EXT_texture_from_pixmap, GLX_INTEL_swap_event
GLX version: 1.4
GLX extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_MESA_multithread_makecurrent, GLX_OML_swap_method,
GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group,
GLX_EXT_texture_from_pixmap
OpenGL vendor string: VMware, Inc.
OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x209)
OpenGL version string: 2.1 Mesa 8.0.5
OpenGL shading language version string: 1.20
OpenGL extensions:
GL_ARB_multisample, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_copy_texture,
GL_EXT_polygon_offset, GL_EXT_subtexture, GL_EXT_texture_object,
GL_EXT_vertex_array, GL_EXT_compiled_vertex_array, GL_EXT_texture,
GL_EXT_texture3D, GL_IBM_rasterpos_clip, GL_ARB_point_parameters,
GL_EXT_draw_range_elements, GL_EXT_packed_pixels, GL_EXT_point_parameters,
GL_EXT_rescale_normal, GL_EXT_separate_specular_color,
GL_EXT_texture_edge_clamp, GL_SGIS_generate_mipmap,
GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp,
GL_SGIS_texture_lod, GL_ARB_multitexture, GL_IBM_multimode_draw_arrays,
GL_IBM_texture_mirrored_repeat, GL_ARB_texture_cube_map,
GL_ARB_texture_env_add, GL_ARB_transpose_matrix,
GL_EXT_blend_func_separate, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays,
GL_EXT_secondary_color, GL_EXT_texture_env_add, GL_EXT_texture_lod_bias,
GL_INGR_blend_func_separate, GL_NV_blend_square, GL_NV_light_max_exponent,
GL_NV_texgen_reflection, GL_NV_texture_env_combine4,
GL_SUN_multi_draw_arrays, GL_ARB_texture_border_clamp,
GL_ARB_texture_compression, GL_EXT_framebuffer_object,
GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_MESA_window_pos,
GL_NV_packed_depth_stencil, GL_NV_texture_rectangle, GL_ARB_depth_texture,
GL_ARB_occlusion_query, GL_ARB_shadow, GL_ARB_texture_env_combine,
GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
GL_ARB_texture_mirrored_repeat, GL_ARB_window_pos,
GL_EXT_stencil_two_side, GL_EXT_texture_cube_map, GL_NV_fog_distance,
GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object, GL_ARB_draw_buffers,
GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_shader_objects,
GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ATI_draw_buffers,
GL_ATI_texture_env_combine3, GL_ATI_texture_float, GL_EXT_shadow_funcs,
GL_EXT_stencil_wrap, GL_MESA_pack_invert, GL_MESA_ycbcr_texture,
GL_NV_primitive_restart, GL_ARB_fragment_program_shadow,
GL_ARB_half_float_pixel, GL_ARB_occlusion_query2, GL_ARB_point_sprite,
GL_ARB_shading_language_100, GL_ARB_sync, GL_ARB_texture_non_power_of_two,
GL_ARB_vertex_buffer_object, GL_ATI_blend_equation_separate,
GL_EXT_blend_equation_separate, GL_OES_read_format,
GL_ARB_pixel_buffer_object, GL_ARB_texture_compression_rgtc,
GL_ARB_texture_float, GL_ARB_texture_rectangle,
GL_ATI_texture_compression_3dc, GL_EXT_packed_float,
GL_EXT_pixel_buffer_object, GL_EXT_texture_compression_rgtc,
GL_EXT_texture_mirror_clamp, GL_EXT_texture_rectangle,
GL_EXT_texture_sRGB, GL_EXT_texture_shared_exponent,
GL_ARB_framebuffer_object, GL_EXT_framebuffer_blit,
GL_EXT_framebuffer_multisample, GL_EXT_packed_depth_stencil,
GL_ARB_vertex_array_object, GL_ATI_separate_stencil,
GL_ATI_texture_mirror_once, GL_EXT_draw_buffers2, GL_EXT_draw_instanced,
GL_EXT_gpu_program_parameters, GL_EXT_texture_compression_latc,
GL_EXT_texture_sRGB_decode, GL_OES_EGL_image, GL_ARB_copy_buffer,
GL_ARB_draw_instanced, GL_ARB_half_float_vertex, GL_ARB_instanced_arrays,
GL_ARB_map_buffer_range, GL_ARB_texture_rg, GL_ARB_texture_swizzle,
GL_ARB_vertex_array_bgra, GL_EXT_separate_shader_objects,
GL_EXT_texture_swizzle, GL_EXT_vertex_array_bgra,
GL_NV_conditional_render, GL_AMD_draw_buffers_blend,
GL_ARB_ES2_compatibility, GL_ARB_draw_buffers_blend,
GL_ARB_draw_elements_base_vertex, GL_ARB_explicit_attrib_location,
GL_ARB_fragment_coord_conventions, GL_ARB_provoking_vertex,
GL_ARB_sampler_objects, GL_ARB_shader_texture_lod,
GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_provoking_vertex,
GL_EXT_texture_snorm, GL_MESA_texture_signed_rgba, GL_ARB_robustness,
GL_ARB_texture_storage

32 GLX Visuals
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat
----------------------------------------------------------------------------
0x021 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x022 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x095 24 tc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x096 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x097 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x098 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x099 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x09a 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x09b 24 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x09c 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x09d 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x09e 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x09f 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x0a0 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow
0x0a1 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x0a2 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow
0x0a3 24 dc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x0a4 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x0a5 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x0a6 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x0a7 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x0a8 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x0a9 24 dc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x0aa 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x0ab 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x0ac 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x0ad 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x0ae 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x0af 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow
0x0b0 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x0b1 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow
0x064 32 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None

38 GLXFBConfigs:
visual x bf lv rg d st colorbuffer sr ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a F gb bf th cl r g b a ns b eat
----------------------------------------------------------------------------
0x065 0 tc 0 16 0 r . . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None
0x066 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None
0x067 0 tc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None
0x06b 24 tc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x06c 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x06d 24 tc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x06e 24 tc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x06f 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x070 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x071 24 tc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x072 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x073 24 tc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x074 24 tc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x075 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x076 32 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x079 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x07a 24 tc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow
0x07b 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x07c 24 tc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow
0x07d 0 dc 0 16 0 r . . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None
0x07e 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None
0x07f 0 dc 0 16 0 r y . 5 6 5 0 . . 0 0 0 0 0 0 0 0 0 None
0x083 24 dc 0 24 0 r . . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x084 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x085 24 dc 0 24 0 r y . 8 8 8 0 . . 0 0 0 0 0 0 0 0 0 None
0x086 24 dc 0 24 0 r . . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x087 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x088 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x089 24 dc 0 32 0 r . . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x08a 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x08b 24 dc 0 32 0 r y . 8 8 8 8 . . 0 0 0 0 0 0 0 0 0 None
0x08c 24 dc 0 32 0 r . . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x08d 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x08e 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x091 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 0 0 0 0 0 0 None
0x092 24 dc 0 24 0 r y . 8 8 8 0 . . 0 24 8 16 16 16 0 0 0 Slow
0x093 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 0 0 0 0 0 0 None
0x094 24 dc 0 32 0 r y . 8 8 8 8 . . 0 24 8 16 16 16 16 0 0 Slow

Daniel
User avatar
NeoThermic
Introversion Staff
Introversion Staff
Posts: 6254
Joined: Sat Mar 02, 2002 10:55 am
Location: ::1
Contact:

Re: WorldRenderer::RenderCellTypes GL ERROR 0x502

Postby NeoThermic » Mon Sep 23, 2013 12:51 pm

asdmin wrote:OpenGL vendor string: VMware, Inc.
OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x209)
OpenGL version string: 2.1 Mesa 8.0.5
OpenGL shading language version string: 1.20


Are you running PA inside of a VM?

NeoThermic
thekillergreece
level4
level4
Posts: 876
Joined: Wed Jun 12, 2013 1:31 pm
Location: Ammm...Greece maybe?

Re: WorldRenderer::RenderCellTypes GL ERROR 0x502

Postby thekillergreece » Mon Sep 23, 2013 12:57 pm

Vmware Software?That application which can run any OS you want on it?


You must know that NO game can be played on Vmware...
asdmin
level0
Posts: 4
Joined: Fri Sep 20, 2013 11:01 am

Re: WorldRenderer::RenderCellTypes GL ERROR 0x502

Postby asdmin » Mon Sep 23, 2013 7:21 pm

NeoThermic wrote:
asdmin wrote:OpenGL vendor string: VMware, Inc.
OpenGL renderer string: Gallium 0.4 on llvmpipe (LLVM 0x209)
OpenGL version string: 2.1 Mesa 8.0.5
OpenGL shading language version string: 1.20


Are you running PA inside of a VM?

NeoThermic



Apparently, some vmware stuff remained on my system? I'll check and remove them ASAP. Thanks for the notice!

BTW: I am running it obviously on native hardware.

Daniel
asdmin
level0
Posts: 4
Joined: Fri Sep 20, 2013 11:01 am

Re: WorldRenderer::RenderCellTypes GL ERROR 0x502

Postby asdmin » Mon Sep 23, 2013 7:26 pm

Thanks for the comments,

I have found the problem, upgraded libs. I also seen that /dev/dri/card0 was not writable for the user, fixed that too, but the problem persists. The quoted section is now:

OpenGL Vendor : Tungsten Graphics, Inc
OpenGL Renderer : Mesa DRI Intel(R) Sandybridge Mobile x86/MMX/SSE2
OpenGL Version : 3.0 Mesa 8.0.5
OpenGL GLSL : 1.30


The debug.txt looks like:

alpha-13b linux steam compiled 11:11:53, Sep 2 2013
Loading Preferences from /home/asd/.Prison Architect/preferences.txt
BEGIN DataRegistry DUMP:
Screen
ScreenW [int] 800
ScreenH [int] 600
ScreenWindowed [bool] 1
ScreenMultiSampled [bool] 0
ScreenSuperSampled [bool] 1
Sound
SoundMixFrequency [int] 22050
SoundVolume [int] 255
SoundSwapStereo [bool] 0
SoundEnableDsp [bool] 1
RenderRooms [bool] 1
RecentMap [string]
FirstTime [bool] 0
AutoSaveTimer [int] 10
HardwareCompat [int] 0
LastKnownVersion [string] alpha-13b-linux-steam
TimeLapseCamera [int] 0
TimeLapseInterval [int] 1
TimeLapseFPSNumerator [int] 24
TimeLapseFPSDenominator [int] 1
TimeLapseQuality [int] 63
END DataRegistry DUMP:
Opening window 800 x 600 x 32, windowed
OpenGL Vendor : Tungsten Graphics, Inc
OpenGL Renderer : Mesa DRI Intel(R) Sandybridge Mobile x86/MMX/SSE2
OpenGL Version : 3.0 Mesa 8.0.5
OpenGL GLSL : 1.30
Parsing archive main.dat...
DONE
Parsing archive sounds.dat...
DONE
Fonts loaded in 148ms
Warning : found duplicate key 'codex_timelapse_resolution' in language file data/language/english.txt
Invalid multi-byte UTF8 character: 0XFF
Loaded in 1030 strings
Couldn't open unicode language file data/language/english-fullgame.txt
Initialising SDL Audio:
Frequency: 44100
Format: 32784
Channels: 2
Samples: 512
Size of Stereo Sample: 4
SoundLibrary2D Starting buffer topup thread....
SoundSystem started : 22050Hz x 64 sound channels (including 8 music channels)
==OPENGL==> [location 'Startup'] error code 0x500 (invalid enumerant)
libpng version 1.6.1 - March 28, 2013
(Running with version 1.6.1)
Object spritebank composite took 772ms
OpenGL Max texture Size 8192 x 8192 [32 tex units]
Multisampled Framebuffer support : yes
Supersampling support at screen res 800 x 600 : yes
Attempting to create SuperSampled Framebuffer
Created FrameBuffer of size 2048 x 2048 in 4ms
SuperSampling enabled
================
== NEW MAP ===
================
MaterialLibrary reading from 'data/materials.txt'
World Initialised to size 100 x 80 cells
GridNavigationSystem created Route Work-In-Progress (size 156Kb)
Grid Navigation System initialised
EscapeMap Initialised : 62Kb
Lightmap initialised in 2ms : 187Kb
Danger initialised : 31Kb
Patrol System Initialised : 218Kb
Gang System Initialised : 156Kb
Created FrameBuffer of size 512 x 512 in 0ms
Water System Initialised : 312Kb
PowerSystem initialised : 62Kb
Research System reading layout from data/research-layout.txt
PolaroidSystem has 31 polaroids in the database
ScriptSystem initialised in 0ms
Parsing LUA script 'data/grants.lua'
BiographyGenerator reading bios...
BiographyGenerator read 27 fornames, 235 surnames, 48 crimes
BiographyGenerator reading Names in the Game...
BiographyGenerator read 3740 Names in the Game (including 38 Faces in the game)
Generating new world...
Create starting world done...
(VertexArrayOpenGL::BeginRender) GL ERROR 0x501
Saving Preferences to /home/asd/.Prison Architect/preferences.txt
Save successful!
WorldRenderer: vexCellTypes initialised in 1ms : 16000 triangles (vex,tex), 0.9 MBytes
ShaderOpenGL successfully compiled : LightMap
WorldRenderer: vexCell2ndLayer initialised in 1ms : 16000 triangles (vex,tex), 0.9 MBytes
WorldRenderer: vexDetails initialised in 1ms : 16000 triangles (vex,tex,col), 1.1 MBytes
WorldRenderer: vexShadow initialised in 2ms : 32000 triangles (vex,col), 1.5 MBytes
WorldRenderer: vexFowBlueprint initialised in 1ms : 16000 triangles (vex,tex), 0.9 MBytes
ShaderOpenGL successfully compiled : VisMap
Curl version libcurl/7.30.0
Requesting message-of-the-day...
WARNING in Image constructor : Failed to open file ''
Saving Preferences to /home/asd/.Prison Architect/preferences.txt
Save successful!
WARNING: Destroying Mutex that is still locked (forced to delete)
WARNING: Destroying Mutex that is still locked (forced to delete)
asdmin
level0
Posts: 4
Joined: Fri Sep 20, 2013 11:01 am

Re: WorldRenderer::RenderCellTypes GL ERROR 0x502

Postby asdmin » Tue Sep 24, 2013 11:27 am

Debian stable seems to contain OpenGL library, which is not supported by PA.

Partially upgrading to debian testing (with mesa and gl libraries) solved the problem!

Daniel
User avatar
111none
level4
level4
Posts: 970
Joined: Fri Oct 19, 2012 3:32 am
Location: Wangjing, Beijing, Peoples Republic of China

Re: WorldRenderer::RenderCellTypes GL ERROR 0x502

Postby 111none » Thu Sep 26, 2013 2:28 pm

Seems like that its being run on Wineskin...
You should get the mac/linux version, or use winetricks and use the D3dx_36 file...
User avatar
xander
level5
level5
Posts: 16869
Joined: Thu Oct 21, 2004 11:41 pm
Location: Highland, CA, USA
Contact:

Re: WorldRenderer::RenderCellTypes GL ERROR 0x502

Postby xander » Thu Sep 26, 2013 4:27 pm

thekillergreece wrote:Vmware Software?That application which can run any OS you want on it?


You must know that NO game can be played on Vmware...

VM stands for "Virtual Machine", and is not the same thing as VMware, which is a specific application for creating virtual machines (although in this case, based on the output shown above, it seems that VMware is being used). There are many packages which create virtual machines, and which allow one to play a variety of games. Furthermore, the statement "NO game can be played on Vmware[sic]" is false. Any package which creates a virtual machine has a certain amount of overhead, and software running on a virtual machine will not run as efficiently as if it were running natively, but something that uses few enough resources or a VM running on a powerful enough machine will allow the user to run their software without noticeable quality loss.

NeoThermic knows what he is talking about. It would be wise not to correct him, particularly when your correction is likely to confuse someone who is trying to get some tech support.

xander
User avatar
NeoThermic
Introversion Staff
Introversion Staff
Posts: 6254
Joined: Sat Mar 02, 2002 10:55 am
Location: ::1
Contact:

Re: WorldRenderer::RenderCellTypes GL ERROR 0x502

Postby NeoThermic » Fri Sep 27, 2013 5:00 am

asdmin wrote:Debian stable seems to contain OpenGL library, which is not supported by PA.

Partially upgrading to debian testing (with mesa and gl libraries) solved the problem!

Daniel


Aha! Glad you found resolution of the issue. Debian loves to say its stable, but really does it via never running anything recent :) I would've also suggested looking for Intel Linux drivers for the on-CPU-GPU (as that appears to be what you are running).

NeoThermic
JASPer.Gamer.9.0
level3
level3
Posts: 380
Joined: Fri Sep 06, 2013 12:29 am

Re: WorldRenderer::RenderCellTypes GL ERROR 0x502

Postby JASPer.Gamer.9.0 » Sat Sep 28, 2013 7:36 am

???

Return to “Community Members”

Who is online

Users browsing this forum: No registered users and 1 guest