No valid pixil formats found?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
[Home] [Download] [Git builds (Win)] [Git builds (Mac)] [Wiki] [Repo] [Bugs&Suggestions]

Moderator: Graf Zahl

dennisjj2
Posts: 33
Joined: Thu Sep 22, 2005 3:40

No valid pixil formats found?

Post by dennisjj2 »

Help! What does "No valid pixel formats found" mean, and how do I fix this?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

I have to see more information.

1. What graphics card do you have?
2. Start the game with 'gzdoom +logfile log' and post the output.

With that information I might be able to tell you more.
dennisjj2
Posts: 33
Joined: Thu Sep 22, 2005 3:40

Post by dennisjj2 »

A GeForce FX 5200 under Win98SE
dennisjj2
Posts: 33
Joined: Thu Sep 22, 2005 3:40

Post by dennisjj2 »

Can't attach the log, due to "the extension 'txt' is not allowed'
Deathlike2
Posts: 233
Joined: Sat Oct 29, 2005 0:40

Post by Deathlike2 »

You could copy+paste the contents of the log...
dennisjj2
Posts: 33
Joined: Thu Sep 22, 2005 3:40

Post by dennisjj2 »

Ok, here it is:

Log started: Wed Jan 11 11:20:11 2006

adding gzdoom.pk3
adding ./doomu.wad (2306 lumps)
CPU Speed: 551.267268 MHz
CPU Vendor ID: GenuineIntel
Family 6, Model 7, Stepping 3
Features: MMX SSE
I_InitSound: Initializing FMOD
Setting DirectSound output succeeded
Setting driver 0 succeeded
Initialization succeeded
R_OPENGL: No valid pixel formats found. Retrying in compatibility mode
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5200/AGP/SSE
GL_VERSION: 2.0.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Occlusion query enabled.
Resolution: 640 x 480
Switching to software renderer...
Init DOOM refresh subsystem.





Init miscellaneous info.
Init Playloop state.
Setting up sound.
S_Init
Checking network game status.
player 1 of 1 (1 nodes)
Playing demo DEMO1
Cannot play non-ZDoom demos.
(They would go out of sync badly.)
Playing demo DEMO2
Cannot play non-ZDoom demos.
(They would go out of sync badly.)



+E1M1 - Hangar

Player killed himself.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

That looks like your computer is unable to set a 32 bit video mode.

What bit depth is your desktop set to? Some systems refuse to initialize OpenGL if it is not set to 32 bit and you want a 32 bit mode.
Vaecrius
Posts: 53
Joined: Fri Jan 05, 2007 10:40

Post by Vaecrius »

Well, given you didn't dismiss this with a "get a better computer"...

I've got a GeForce FX 5500 now, my desktop is set to truecolor, and here's my log.
[spoiler]

Code: Select all

Log started: Fri Sep 21 20:10:34 2007

W_Init: Init WADfiles.
 adding c:/doom/gzdoom.pk3
 adding ./doom2.wad (2919 lumps)
 adding c:/doom/skins/AFRIT.WAD (73 lumps)
 adding c:/doom/skins/chubbs.wad (56 lumps)
 adding c:/doom/skins/cowbyskn.wad (56 lumps)
 adding c:/doom/skins/donldskn.wad (52 lumps)
 adding c:/doom/skins/HERESIA.WAD (81 lumps)
 adding c:/doom/skins/OPHIDIAN.WAD (57 lumps)
 adding c:/doom/skins/Qguy.wad (60 lumps)
 adding c:/doom/autoload/Doom_Guy_With_Helmet.wad (43 lumps)
I_Init: Setting up machine state.
CPU Speed: 736.467025 MHz
CPU Vendor ID: GenuineIntel
  Family 6, Model 8, Stepping 1
  Features: MMX SSE
I_InitSound: Initializing FMOD
  Setting DirectSound output succeeded
  Setting driver 0 succeeded
  Initialization succeeded
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
LoadDecorations: Load external actors.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupJoystick
I_StartupKeyboard
R_OPENGL: No valid pixel formats found. Retrying in compatibility mode
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce FX 5500/AGP/SSE
GL_VERSION: 2.1.1
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
Occlusion query enabled.
Resolution: 640 x 480
7 bots read from bots.cfg
[/spoiler]

EDIT:
http://www.doomworld.com/vb/source-port ... ustration/
Back in January, Graf wrote:Never *ever* use OEM drivers. They tend to be crippled to some degree by incompetently programmed 'enhancements'...
Hmm... maybe this is it?

Got any recommendations?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

I have to ask the same question as before: What resolution and color depth is your desktop set to? Believe it or not, with OpenGL these settings do matter!

Your card and your driver are certainly good enough for GZDoom.
Vaecrius
Posts: 53
Joined: Fri Jan 05, 2007 10:40

Post by Vaecrius »

1152x864, 32-bit... tried 1280x960 and 1024x768 to no avail.

Would fullscreen/window make any difference? (I tend to use windowed but switching to fullscreen now didn't do anything)
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

I really have no idea. The card can do anything GZDoom needs, your driver is obviously up to date and yet the display mode enumeration doesn't give any usable results.

I'm afraid but this output is not enough to see what goes wrong there. For the next release I'll add a debug output that can print all the display modes being found. Maybe that will give a clue what is going on.
Vaecrius
Posts: 53
Joined: Fri Jan 05, 2007 10:40

Post by Vaecrius »

Awesome, thanks!

EDIT: Say, it wouldn't possibly be related to DirectX, would it?
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

I couldn't see why. Any reason you are asking?
Vaecrius
Posts: 53
Joined: Fri Jan 05, 2007 10:40

Post by Vaecrius »

It turned out later that I had trouble with Game Maker games where the game would run normally but all I'd see is black. Googling the problem revealed very little worthwhile, except one brief mention somewhere of DirectX.

But then it turned out the little video enhancements (noise removal, image sharpening) were causing the problem, so I just turned those off and everything's fine with GM. So in the end there's no issue attributable to DirectX.

Meanwhile I've also tried turning off various 3D things in the NVidia control panel, but that didn't do anything.
Vaecrius
Posts: 53
Joined: Fri Jan 05, 2007 10:40

Post by Vaecrius »

Say, has the debug output been added to 1.0.26? If so, how do I use it?
Locked

Return to “GZDoom”