What's missing from this video card to allow Defold engine to run?

Mobile Intel® GMA 4500M


  • GLINFO LOG *

DRIVER INFO

Vendor : Intel
Renderer : IncrediblE 4 Series Express Chipset Family
Version : 2.1.0 - Build 8.15.10.2869

OPENGL CAPABILITIES

Supported extensions:
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_blend_color
GL_EXT_abgr
GL_EXT_texture3D
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_SGIS_texture_edge_clamp
GL_SGIS_generate_mipmap
GL_EXT_draw_range_elements
GL_SGIS_texture_lod
GL_EXT_rescale_normal
GL_EXT_packed_pixels
GL_EXT_texture_edge_clamp
GL_EXT_separate_specular_color
GL_ARB_multitexture
GL_EXT_texture_env_combine
GL_EXT_bgra
GL_EXT_blend_func_separate
GL_EXT_secondary_color
GL_EXT_fog_coord
GL_EXT_texture_env_add
GL_ARB_texture_cube_map
GL_ARB_transpose_matrix
GL_ARB_texture_env_add
GL_IBM_texture_mirrored_repeat
GL_EXT_multi_draw_arrays
GL_NV_blend_square
GL_ARB_texture_compression
GL_3DFX_texture_compression_FXT1
GL_EXT_texture_filter_anisotropic
GL_ARB_texture_border_clamp
GL_ARB_point_parameters
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_EXT_texture_compression_s3tc
GL_ARB_shadow
GL_ARB_window_pos
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_ARB_vertex_program
GL_EXT_texture_rectangle
GL_ARB_fragment_program
GL_EXT_stencil_two_side
GL_ATI_separate_stencil
GL_ARB_vertex_buffer_object
GL_EXT_texture_lod_bias
GL_ARB_occlusion_query
GL_ARB_fragment_shader
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_texture_non_power_of_two
GL_ARB_vertex_shader
GL_NV_texgen_reflection
GL_ARB_point_sprite
GL_EXT_blend_equation_separate
GL_ARB_depth_texture
GL_ARB_texture_rectangle
GL_ARB_draw_buffers
GL_ARB_color_buffer_float
GL_ARB_half_float_pixel
GL_ARB_texture_float
GL_ARB_pixel_buffer_object
GL_EXT_framebuffer_object
GL_ARB_draw_instanced
GL_ARB_half_float_vertex
GL_EXT_draw_buffers2
GL_WIN_swap_hint
GL_EXT_texture_sRGB
GL_EXT_packed_float
GL_EXT_texture_shared_exponent
GL_ARB_texture_rg
GL_ARB_texture_compression_rgtc
GL_NV_conditional_render
GL_EXT_texture_swizzle
GL_ARB_framebuffer_sRGB
GL_EXT_packed_depth_stencil
GL_ARB_depth_buffer_float
GL_EXT_transform_feedback
GL_EXT_framebuffer_blit
GL_ARB_vertex_array_object

Max. viewport size : 4096x4096
Max. texture size : 4096x4096

Max. modelview stack depth : 32
Max. projection stack depth : 4
Max. texture stack depth : 10
Max. attribute stack depth : 16
Max. name stack depth : 128

Max. display list nesting : 64
Max. evaluator order : 32
Max. number of lights : 16
Max. clipping planes : 6
Max. pixel map size : 65536

Point size range : 0.500 to 10.000
Point size granularity : 0.125
Line width range : 0.000 to 7.500
Line width granularity : 0.500

Number of auxiliary buffers : 0
Bits of sub-pixel precision : 4

ACCELERATED PIXEL FORMATS

  • Render to window; single buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 8); accumulation: 0 bpp (R: 0, G: 0, B: 0, A: 0); depth: 0 bits; stencil: 0 bits; auxiliary buffers: 0

  • Render to window; double buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 8); accumulation: 64 bpp (R: 16, G: 16, B: 16, A: 16); depth: 0 bits; stencil: 0 bits; auxiliary buffers: 0

  • Render to window; single buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 8); accumulation: 0 bpp (R: 0, G: 0, B: 0, A: 0); depth: 24 bits; stencil: 8 bits; auxiliary buffers: 0

  • Render to window; double buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 8); accumulation: 64 bpp (R: 16, G: 16, B: 16, A: 16); depth: 24 bits; stencil: 8 bits; auxiliary buffers: 0

  • Render to window; single buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 8); accumulation: 0 bpp (R: 0, G: 0, B: 0, A: 0); depth: 16 bits; stencil: 0 bits; auxiliary buffers: 0

  • Render to window; double buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 8); accumulation: 64 bpp (R: 16, G: 16, B: 16, A: 16); depth: 16 bits; stencil: 0 bits; auxiliary buffers: 0

Not sure really. Do you have a crash log?
Hopefully we can see a line number corresponding with a certain feature.

No crash log, nothing useful printed in console in debug build. I had them test a blank project too and same thing - opened to white window and instantly closed but no apparent logs created.

It would be useful if there was an official Defold engine testing program we could give users to collect useful information and even automatically send to you for cases like this.

Are you sure it’s an OpenGL issue?
Could it be a windows thing? E.g missing some dll?
Have you tried the DependencyWalker tool? (to find missing dependencies)

I don’t know if it’s missing a dll, all dlls are included that come with a Defold Windows bundle. Again, I had them test a blank project and it didn’t work either. It seems like there is a small percentage of users who just can’t run Defold games and we don’t know why.

I really doubt I would be able to get this user to use DependencyWalker but I’ll try.

From user so far he is helping other user test now.

These are the logs, but I get the same errors too and the game works fine for me, hmm.

Error: At least one required implicit or forwarded dependency was not found.

Warning: At least one delay-load dependency module was not found.

Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module.

Delay-load is a mechanism for loading dll’s when actually needed.
So it definitely sounds dll-related. Not sure what dll’s we have delay-loaded (I’m on the phone currently), but perhaps OpenAL or Gameroom (which I don’t think you’re using?)

We’re not using either directly (using FMOD for audio since it doesn’t make audio lag when the frame lags) but their related code are probably still included in the exe since we don’t strip them with the manifest either.

DLLs we include in our blank project tester are what are included when bundling OpenAL32.dll and wrap_oal.dll are other dlls supposed to be included?

You can use Delendency Walker yourself to see what dependencies your executable has

I’m asking if by default any extra dlls should be included? It is a vanilla version of the engine, blank project, nothing changed in appmanifest, no native extensions. I’ll check with Dependency Walker myself soon.

The default ones are OpenAL.dll and wrap_oal.dll.

The Dependency walker looks like this for me, for a working project:
(If a dll wasn’t found, it’d show it in red in the tree view.)

Dependency Walker export from someone who had issue with launching. What’s weird is that when they launched the version on Steam it worked.

FaerieSolitaireHarvest.zip (823.9 KB)

Looks like a Visual Studio “redistributable package” is missing on some of these computers running Windows 7. I’ll ask user to test and find out which one it is for Defold games.

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After he ran Steam version the standalone version worked. Steam must detect missing stuff and install it when installing games. So will need another user to figure out which one is missing maybe unless someone else has an idea…

Hmm.
Well, we use Visual Studio 2015, and here’s the vcredist for that version.

Is this an issue with the vanilla engine as well?

I think it is as previously I had people test a “blank project” which some could not run. I’ll try to get the people who previously had no ability to get the blank project to run to install this. Inevitably more people will show up with this issue so will be able to confirm some time.

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