Open GoogleCodeExporter opened 9 years ago
?? error is "g_pRender is NULL"
Original comment by kol...@gmail.com
on 13 Nov 2010 at 6:17
Hrm, I think this is actually related to incompatibility with Windows 7 x64.
Original comment by kol...@gmail.com
on 13 Nov 2010 at 6:21
I can resolve the "g_pRender is NULL" in some games by disabling caching, but
the issue persists in Ocarina of Time.
Original comment by kol...@gmail.com
on 13 Nov 2010 at 9:02
I'm not so sure that this is only incompatible to the x64 version seeing as how
on my x86(32 bit) computer i receive the same problem... See issue 27 I believe
it is.
Original comment by raphaelc...@gmail.com
on 24 Nov 2010 at 9:37
I'll note that I was getting the "g_pRender is NULL" and running 1964 in
Windows XP SP2 compatibility mode fixed it. However, if I try to enable "Cache
hi-res textures", 1964 starts to pre-load all of the OoT textures then crashes
with an error "Could not find any compatible Direct3D devices."
I can load the hi-res textures just fine without the caching enabled, but I get
some frame-stuttering.
I'm on Windows 7 x64, running the 1964 bundle from Jan 16th 2011
Original comment by whitez...@gmail.com
on 15 May 2011 at 3:12
Can you try running the latest released one in the downloads section.
Original comment by death2dr...@gmail.com
on 26 Jun 2011 at 5:20
I think i might need to rewrite the texture caching
Original comment by death2dr...@gmail.com
on 26 Jun 2011 at 5:21
@death Alright, I'm now using RiceVideo Rev 95... now with cache enabled, it
caches most of the textures but then I get an error "Your video card does not
support GL_ARB_fragment_shader, Rice Video will not function properly" with
OpenGL. With DirectX, I get the error, "Could not find any compatible Direct3D
devices"
I'm on an nVidia GTX 570 with the newest drivers (275.33).
Original comment by whitez...@gmail.com
on 26 Jun 2011 at 1:26
Hmmm, ill look into this as soon as i can, thank you for replying.
Original comment by death2dr...@gmail.com
on 26 Jun 2011 at 1:45
Original comment by death2dr...@gmail.com
on 26 Jun 2011 at 1:46
> I think i might need to rewrite the texture caching
I do not think you have to rewrite it. You only have to complete it. As I
stated several times, the caching implementation is so far just experimental
but nevertheless probably a good basis.
It simply lacks texture compression. Thus, when the space occupied by the hires
textures exceeds the 1GB limit, it crashes. There is a way to disable the 1GB
limit. It is described somewhere is the forum-thread.
If you want to enhance it, I would recommand implementing texture compression &
it should work without issues.
Original comment by micro...@gmx.net
on 2 Aug 2011 at 1:06
Yeah your right there, any chance of you returning to the community anytime
soon. My programming skills are severely lacking especially when compared to
yours.
Original comment by death2dr...@gmail.com
on 3 Aug 2011 at 9:16
Original comment by death2dr...@gmail.com
on 10 Oct 2012 at 1:07
Original issue reported on code.google.com by
kol...@gmail.com
on 13 Nov 2010 at 6:00