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Exception_Access_Violation on startup [Intel integrated graphics]


Rick
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Using Win 8 on my MacBook air 2013 i5

 

When I open LE the splash screen comes up just fine. The editor window itself comes up and I see a bunch of text in the log window and at the same point every time it gives me an Exception_Access_Violation message box and the entire editor closes.

 

Any ideas?

 

I never noticed the "No errors" messages before on my other Win 8 PC or on this mac under OSX.

 

It's also at the same point every time.Right after DrawImage.shader is loaded and 3 "No errors" messages. Does anyone know what's after that shader being loaded? Maybe that's a clue to what is going on.

 

 

Here is my log:

 

 

Initializing OpenGL2 graphics driver...

 

OpenGL version 400

 

GLSL version 400

 

Device: Intel® HD Graphics 5000

 

Loading font "C:/Leadwerks/Editor/Fonts/arial.ttf" (10, 0, 0)...

 

Loading font "C:/Leadwerks/Editor/Fonts/arial.ttf" (10, 0, 0)...

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Editor/terraintool.shader"...

 

No errors.

 

No errors.

 

No errors.

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Drawing/DrawDottedLine.shader"...

 

No errors.

 

No errors.

 

The fragment shader uses varying ex_color, but previous shader does not write to it.

 

Failed to link shader.

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Wireframe.shader"...

 

WARNING: 0:27: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

No errors.

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/solid.shader"...

 

WARNING: 0:34: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

WARNING: 0:14: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

WARNING: 0:14: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

Deleting shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/solid.shader"

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/skybox.shader"...

 

WARNING: 0:46: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

No errors.

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Dynamic/default.shader"...

 

WARNING: 0:42: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

WARNING: 0:50: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/solid.shader"...

 

WARNING: 0:34: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

WARNING: 0:14: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

WARNING: 0:14: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/grid.shader"...

 

WARNING: 0:30: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

No errors.

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Drawing/DrawText.shader"...

 

No errors.

 

No errors.

 

No errors.

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Drawing/DrawPrimitive.shader"...

 

No errors.

 

No errors.

 

No errors.

 

Starting Leadwerks...

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/developer/caulk.mat..."

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/nolight/diffuse.shader"...

 

WARNING: 0:45: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

No errors.

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/developer/caulk.tex..."

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonefloor01.mat..."

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/lightmapped/diffuse+normal.shader"...

 

No errors.

 

No errors.

 

No errors.

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonefloor01.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonefloor01_dot3.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/common/lightmap.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/common/lightvectormap.tex..."

 

Loading model "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian.mdl"

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian.mat..."

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/dynamic/diffuse+normal.shader"...

 

WARNING: 0:49: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

WARNING: 0:64: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian_dot3.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian_spec.tex..."

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian_weapons.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian_weapons.tex..."

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/effects/projectedshadow.shader"...

 

WARNING: 0:53: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

No errors.

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall03.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall03.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall03_dot3.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/common/normal.tex..."

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall02.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall02.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall02_dot3.tex..."

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/fabric/carpet01.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/fabric/carpet01.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/fabric/carpet01_dot3.tex..."

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/developer/leadwerks.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/developer/leadwerks.tex..."

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Lightmapped/diffuse.shader"...

 

WARNING: 0:36: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

No errors.

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/wood/wooddoor01.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/wood/wooddoor01.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/wood/wooddoor01dot3.tex..."

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/Materials/Icons/SpotLight.mat..."

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/editor/sprite.shader"...

 

WARNING: 0:45: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

No errors.

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/Materials/Icons/spotlight.tex..."

 

Loading model "C:/Leadwerks/Projects/DarknessAwaits/models/architecture/arch01a.mdl"

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/models/architecture/wall_largeblocks.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/architecture/wall_largeblocks.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/architecture/wall_largeblocks_dot3.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/architecture/wall_largeblocks_spec.tex..."

 

Loading shape "C:/Leadwerks/Projects/DarknessAwaits/models/architecture/arch01.phy..."

 

Loading model "C:/Leadwerks/Projects/DarknessAwaits/models/characters/goblin/goblin.mdl"

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/models/characters/goblin/goblin_weapons.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/characters/goblin/goblin_weapons.tex..."

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/models/characters/goblin/Goblin.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/characters/goblin/goblin.tex..."

 

Loading model "C:/Leadwerks/Projects/DarknessAwaits/models/architecture/column.mdl"

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/Materials/Icons/PointLight.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/Materials/Icons/pointlight.tex..."

 

Loading model "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/torch_sconce.mdl"

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/torch_wall.mat..."

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/dynamic/diffuse+normal+specular.shader"...

 

WARNING: 0:49: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

WARNING: 0:76: 'assigning' : implict conversion between types allowed from GLSL 1.20

 

 

 

No errors.

 

No errors.

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/torch_wall.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/torch_wall_dot3.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/torch_wall_spec.tex..."

 

Loading model "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/woodcart.mdl"

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/woodcart.mat..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/woodcart_diff.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/woodcart_dot3.tex..."

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/woodcart_spec.tex..."

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/Materials/Effects/default.mat..."

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/particles/default.shader"...

 

No errors.

 

No errors.

 

No errors.

 

Loading texture "C:/Leadwerks/Projects/DarknessAwaits/Materials/Effects/default.tex..."

 

Loading model "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/switchplate.mdl"

 

Loading model "C:/Leadwerks/Projects/DarknessAwaits/models/decorations/switchhandle.mdl"

 

Loading material "C:/Leadwerks/Projects/DarknessAwaits/Materials/Common/NavMesh.mat..."

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/nolight/default.shader"...

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Drawing/DrawImage.shader"...

 

No errors.

 

No errors.

 

No errors.

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That quote seems a little conspiracy theory to me. The .NET platform in itself is an amazing little framework that Windows really needed. Nobody liked working in the Win 32 api (not even MS employees). MFC was MS's failed attempt at a higher level API written in C++ which made them realize to get all they wanted out of their API they needed to go the .NET route (javaish). Reflection played a big role in this and also hiding some of C++'s pitfalls.

 

Each one of the techs he mentions builds and gives more features than the other (and has advantages/disadvantages). MS doesn't want to be the only one writing Windows software. That's insane. They evolve. A software company that stands still dies, or at least isn't the leader which MS tries to be. The downside to that is we have to all do the same.

 

I won't get into my feelings on the Linux craze as I'm sure to cause a fight, but I hope it brings many new customers so Leadwerks can get more people to finish more features.

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... just sounds kind of skewed

 

I "used" linux 20 years ago with the first appearance of "rpm" by red hat (afaik) - its more like i "tried" however, since there was no easy install but more like a bunch of suggestive, might-be-possible ways. There is a good bunch of very useful software ... but all an all ... "elbowroom" ?! I do understand that, hence peoples linux is my windows2k - an reliable OS - but that is no more (and another story).

 

However, i dont get quit why supporting the vista/win8 - its good tradition to release an OS and a "enhanced user version" closely after ... windowsME, media center edition, vista, win8. If people expect no tension they might be wrong by design.

 

edit : whoops - ".rpm" is from 1997

edit2 : you can try and figure out where it crashes openGL.

AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3

zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5

 

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Xxploration FPS in progress ...

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Macs have boot camp for this exact reason. This is normal hardware just like any other. Intel i5. I need a mac for iOS and Mac versions of my game and my Win box is in the shop and I had access to a free Win 8 so thought I'd give it a try. I like it so far. Works great besides this one graphics issue with games.

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So I download the drivers from Intel. They say the version is 15.31.17.64.3257. After I install and look at the gfx hardware in device manage it says the version is 9.18.10.3257. I notice even when running the driver exe at one point it says version 9.18.10.3257. Very confused about that.

 

 

On the Windows thing, I don't understand what that email has to do with anything. So their vendor lock-in practice is because they have a robust API to their OS? How is that bad again? The fact of the matter is it's a big cost to switch any OS because you then have to code for that OS. Each OS is different each has their own API. I just don't understand how this is bad.

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I wouldn't call the Win 32 API a framework and really there is nothing stopping anyone from using it still today and at one time that's all people had, but people had issues with it. It's long winded and crappy to work with even though it's just C functions just like any other library. So MS tried to solve that problem with MFC. A C++ library that basically masked the Win 32 API. It was a horrible attempt and was bloated and crappy again. So they listened to their customers and instead of trying to do the same thing over and over and failing (libraries) they made frameworks so they could do things the way they wanted to and made it easy on us developers. They didn't fail this time. .NET is by far the best, most robust OS framework around.

 

The fact of the matter is money makes the world go round, sad but true. The OS's that have actual companies who care about profit are the OS's that are on the top. MS & Apple. Some people seek Linux almost more out of principle, which is fine, but those people will always be the minority. They are the ones trying to shame the others into thinking like them, but that just doesn't work. The majority of the people just don't care, and that'll never change.

 

Linux needs a big company to really back it, advertise it, and push it. Maybe Valve can be that company. Even if they are and succeed there will be the subset of Linux users who won't use that distro because they'll feel it's selling out. I have nothing against Linux, but until there is a CEO who's job is on the line for it then I don't want to use it. I want someone to blame when things don't work. I want to be able to file lawsuits if they screw me. I want a company who has some power with the vendors to make sure they are adding support in a timely manner. Companies love working with other companies. It's just easier that way. Vendor companies need a company to work with. It makes it straight forward and easy. Time is money and if vendors don't even know who they should be working with to support Linux then that's a problem, and clearly there is a problem with Linux and Vendors. I'm tired of people blaming the vendors. Just like you have to focus on what is going to make you the most money, so do they, and Linux just isn't going to do that.

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We're talking about 2 different things, and I think you're both right.

 

Microsoft changes the DirectX API constantly and attempts to be exclusive by forcing people to use DirectX on Windows machines. Windows to this day only ships with OpenGL v1.1. This is a truly pathetic play in the world of forward motion and is still the only reason DirectX is viable option. If graphics cards only had to support one API things would be much simpler on all fronts.

 

By all means, Leadwerks being developed with OpenGL is obvious decision.

 

On the other hand, the .NET libraries are phenomenal and Microsoft excels when it comes to Organization management ie: Microsoft Server, Active Directory, and the way security almost seamlessly integrates with these systems. If you've ever used LINQ you'd realize you never want to work with datasets in an application without it.

 

Microsoft does somethings great(.NET) and somethings just land in the ****ter (DirectX,Internet Explorer).

5c8e5100fc6df22c8938ce77ed686a42.png = OpenGL
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I'm just a little frustrated that Intel/Windows is still stuck in the same problem it was almost ten years ago.

 

There's also some really interesting developments going on in Linux graphics but I am under NDA.

  • Upvote 1

My job is to make tools you love, with the features you want, and performance you can't live without.

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Just in case anyone else has issues with this. Doesn't sound like a MacBook Air issue but a Win 8.1 with this graphics card issue.

 

http://superuser.com/questions/646794/all-compatible-games-crash-on-windows-8-via-bootcamp

 

Sounds like for Win 8.1 they had issues but there is a beta driver out that should solve this.

 

 

[edit]

 

Well games are working now but LE 3 still crashes *sigh*. These games require more power than LE 3 does so this isn't making much sense.

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For Linux, each people has his own opinion.

Just go out and look at others concurrents and you'll see that some propose now Linux.

A big company would not develop a Linux version if it wasn't some market for it and some real future demands and grow, they would'nt make the version just for fun or without real demande and real growing market.

So LE3 and Linux, is a really good thing.

Stop toying and make games

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Valve is making a console box based on Linux. This isn't exactly a huge gamble on their part. It'll be cheap and already run Steam which millions of people have. They know Linux can't compete in the desktop space so they make a console. Nobody cares or even knows what OS's run consoles. When it comes to a very specific hardware device people don't care about the OS. When it comes to PC's people care because they are doing so much more and attaching all kinds of different devices to it and it just has to work.

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They know Linux can't compete in the desktop space so they make a console

Perhaps Linux users don't do same things as you do also, their needs are different, like Mac people compared to PC people. Not all people will use their Linux machine or Mac to do lot more than photo stuff, office tools , music or internet.

And they will pay for good games on their paltform as this is lacking.

 

If Valve go console, i think their price will really make the success or not, Linux will allow them to not pay Windows License and have a lightweight more performant system i think.

Not a bad thing, the only question i see, is will people prefer new PC console with dematerialized games ?

Stop toying and make games

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I have Win 8.1 Pro and it's giving me the issue. It happens at the same point every time when the editor is loading.

 

...

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/nolight/default.shader"...

 

Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Drawing/DrawImage.shader"...

 

No errors.

 

No errors.

 

No errors.

 

 

So it is loading a bunch of shaders and materials before that. I would think you can see what comes after this DrawImage.shader and that should lead to a clue.

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@Rick: if LE3 crashes and the log shows no error maybe you can have a look in the windows application Log and see if there is any logged message?

 

just press the windows+R key and enter "%windir%\system32\eventvwr.msc /s" (without the ")

Then look under windows-protocols and Applications.

(they can be named differently because of different languages)

 

 

because of the Linux/Windows talk: i used Linux for quite a while some time ago. I really liked it because Wine was nearly completely compatible to direct-x so i didn't needed windows most of the time even when i wanted to play a game. Then came Direct-X 10 and 11 and since then i am again forced to use windows to play most games. I would really wish games would go more to linux but i still highly doubt it that there is a big enough market.

 

I wouldn't think long to go to linux again.

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  • 3 weeks later...

The fact is, we need this to work. I do have the necessary hardware to test this, but it will take a while to set up. Just wanted to let you know this is not forgotten, and is a priority before the Steam release goes out.

 

 

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This will probably not be fixed in 3.0 but the OpenGL 4 renderer will be made compatible with Intel integrated graphics that support it.

My job is to make tools you love, with the features you want, and performance you can't live without.

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