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Posted

Is it normal that the log file shows dozens or even hundreds of "errors" and "problems" whilst everything seems just fine?

When I read the log just after a short flight I was amazed that XP did start at all and looked "normal" with that many "errors" and "problems" all over the place.

Thanks

Flo

  • Upvote 1
Posted

My car makes this kind of squeaky grindy noise. Is that dangerous or bad?

Seriously, details or don't bother.

Some messages are bad, lots can be ignored.

Without an extract from your actual log file we're just guessing and you're wasting your time and ours.

Posted

Well, I didn't include the log because my guess was that everybody has those or similiar errors and because my XP10 runs without issues...

I just wanted to make sure that I'm not the only one with a messy-looking log and if there is an explanation for that.

But if you are willing to take a look at it and maybe enlighten me, here you go!

Log.txt

Best regards

Flo

Posted

Ok, here goes:

log.txt for X-Plane 10.10r3 X-Plane 101014 compiled on Sep 21 2012 03:12:34

This identifies the file as being a logfile put out by X-Plane 10.10.r3 and a compile date. This can be ignored.

This log file is generated automatically by Laminar Research applications and contains diagnostics about your graphics hardware, installation, and any error conditions.

If you need to contact tech support or file a bug, please send us this file. NOTE: this file is rewritten every time you start ANY of your X-System applications.

This tells you that this is a log file automatically generated by Laminar Research applications and contains diagnostics about your graphics hardware, installation, and any error conditions. It also advbises that if you submit a bug, you should send them this file. It also warns you that each time you start any X-lane-ish program, this file is re-written.

If you got a hard system crash and want to report this to Laminar Research, then be sure to send your crash_report.txt file generated by the crash as well!

This states that there is another file called crash_report.txt in case the app actually crashes; and you should send that in as well.

Windows 6.1 (build 7601/2) Service Pack 1

This says you're running Windows internal build 6.1 (Win7), with SP1.

This is a 64-bit version of Windows.

This says youre using a 64 bit build of Windows

CPU type: 586

This Says you're using a Pentium-Class (or better) processor.

Physical Memory (total for computer): 8478973952

This says you have 8Gb of RAM.

Maximum Virtual Memory (for X-Plane only): 4294836224

This states that X-Plane can see 4Gb of RAM for it's use; as X-Plane can only address a 32-bit long-word/pointer. this is equivalent to 2^32 memory values.

CPU 0: Intel® Core i7-2600K CPU @ 3.40GHz Speed (mhz): 3392

CPU 0: Intel® Core i7-2600K CPU @ 3.40GHz Speed (mhz): 3392

CPU 0: Intel® Core i7-2600K CPU @ 3.40GHz Speed (mhz): 3392

CPU 0: Intel® Core i7-2600K CPU @ 3.40GHz Speed (mhz): 3392

This is claiming you have 4 cores in your CPU; and the CPU type is an i7-class at 3.4Ghz.

X-System folder:'C:\Users/Rantanplan/Desktop/X-Plane 10/', case sensitive=0

This is where X-Plane is Installed. It appears to be on a guy named "Rantanplan"'s Desktop. it also states that the operating system's filesystem is case insensitive. Meaning that "A"="a" for all intents and purposes for opening and reading files. This is important when using a case-sensitive filesystem like ext3, zfs, etc..

WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle

These are Windows OpenGL capabilities; as described by the Operating system. As Many have the letters "NV", it would appear that many NVidia-specific options are available. This implies that you have some type of Nvidia graphics card; (which will be confirmed later in the log file), or that the OS can emulate these functions either in software or other dedicated non-NV hardware,

WGL_COLOR_BITS_ARB 32.000000

You have a 32-bit colourspace; meaning you can do a full compliment of RGB+Alpha. (8+8+8+8 bits)

WGL_RED_BITS_ARB 8.000000

WGL_GREEN_BITS_ARB 8.000000

WGL_BLUE_BITS_ARB 8.000000

WGL_ALPHA_BITS_ARB 0.000000

A re-statement of the above.

WGL_DEPTH_BITS_ARB 24.000000

Your colourspace is (in reality) only 24 bits (2^24 possibilities) as alpha really isn't considered a colour per se.

WGL_STENCIL_BITS_ARB 0.000000

WGL_SAMPLE_BUFFERS_ARB 0.000000

WGL_SAMPLES_ARB 0.000000

WGL_SWAP_METHOD_ARB 8232.000000

Unknown. I could look these up for you or ask around if you need to know these 4 values and what they mean. I expect they are openGL/Video Card related.

WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB 1.000000

SRGB Capabilitiy is True.

OpenGL Vendor : NVIDIA Corporation

Aha, You indeed have an Nvidia Video card.

OpenGL Render : GeForce GTX 670/PCIe/SSE2

It is identifying itself as an Nvidia GTX 670 in a PCI-express slot.

OpenGL Version : 4.2.0 (420/0)

Latest OpenGL Version your nVidia drivers support - Although X-Plane really only uses up to OpenGL 2.1 API Calls for what it needs; but may suppprt some newer OpenGL 3 calles. I can ask around on this.

OpenGL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc 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_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_bindless_texture GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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

This is a list of all the OpenGL Calls your driver/videocard appear to support.

Here's a URL for a list of OpenGL Calls: https://developer.apple.com/graphicsimaging/opengl/capabilities/index.html There's a LOT more than this list though.

.....continued in next post.....

Posted
threaded_avail : 1 tex_clamp_avail : 1 add_env_avail : 1

combine_avail : 1 dis_fog_avail : 1 instance_avail : 1

two-sided stencil: 1 separate stencil : 1 tex_comp_avail : 1

vbo_avail : 1 pbo_avail : 1 automini_avail : 1

aniso_avail : 1 fsaa_avail : 1 occlude_avail : 1

sprites_avail : 1

sblend_avail : 1/1

vprog_avail : 1 (16384)

fprog_avail : 1 (16384/16384/16384/16384)

depth_tex_avail : 1

shad_objs_avail : 1

vshader_avail : 1 (16/4096/124/160/32/2048)

fshader_avail : 1 (2048)

glsl_avail : 1 (4.20 NVIDIA via Cg compiler/100)

first-gen shaders: 0

gshader_avail : 1 buniform_avail : 1 shad_lod_avail : 1

gpu_shad4_avail : 1 framebuf_avail : 1 frameblit_avail : 1

drawbuf_avail : 1 drawbuf2_avail : 1 tex_float_avail : 1

non_pots_avail : 1 packed_stencil : 1 texture_rg : 1

framebuffer_srgb : 1 copy_buf_avail : 1 pinned_avail : 0 sync/fence : 1

This appears to be a summarization of the capabilities of your Video Card, as found by X-Plane. I'll go through each one individually so as we dont miss anything that may be an error or causing weird issues with your X-Plane install:

threaded_avail : 1

This mentions that Multi-Threading of the video calls is available. However, X-Plane doesnt necessarily do this, due to possible deadlocking situations with multiple threads calling the same OpenGL Driver. I'll go through the line in more detail:

threaded

This refers tot he ability to break up your software into multiple independent programs all under the same CODE and HEAP Space; each of which has it's own stack pointers. This allows for what is called "Pure" and "re-enterant" code. Users may know this ias a fork(); (http://en.wikipedia.org/wiki/Fork_%28operating_system%29) where child processes can be spawned. Care should be taken so that child processes dont fork() thjeir own child processes; else you can end up with something called infinite recursion (http://en.wikipedia.org/wiki/Fork_bomb). This would result in a stack overflow.

_

This is an underscore character. The ASCII value of this character is 95.

It is generally used to create visual spacing within a sequence of characters, where a whitespace character s not permitted, e.g., in computer filenames, emails, URLS, etc... Some computer applications will automatically underline text surrounded by underscores: _underlined_ will render underlined. Other uses include regular experessions, whereas $_ is a special character grouping described as the “default input and pattern matching space” — any output defaults to that variable, and may be omitted. In Perl, @_ is a special variable that holds the argouments to functions.

: 1

This is a TAB stop, followed by a colon, followed by a '1' to indicate TRUE.

... continued on next post...

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