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Unable to initialize display
polypolyman Offline
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Posts: 1
Threads: 1
Joined: May 2010
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#1
Solved: 8 Years, 1 Month ago Unable to initialize display

I've been searching through a number of related threads, the answers to none of which actually helped me.

Penumbra Overture (from the humble indie bundle) worked the first time it ran, but at the wrong resolution (my LCD monitor is REALLY picky about resolution). I set it up to use 1920x1080 fullscreen, tried to restart it and... nothing.

hpl.log ends in:
Initializing Graphics Module
--------------------------------------------------------
Init low level graphics
Setting video mode: 1920 x 1080 - 32 bpp
ERROR: Could not set display mode setting a lower one!
FATAL ERROR: Unable to initialize display!

My display is already at this resolution, just btw.

I'm on gentoo, using a 2.6.33-series kernel, git mesa and libdrm (from a few weeks ago), xorg-server 1.8.0, and the radeon_ucode package - using the open-source radeon driver for my hd4830. This setup works for other games (all the other games in the bundle, games like nexuiz, neverball, etc.).

Output of my glxinfo (cutting out the huge list of Visuals):
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
    GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_texture_from_pixmap,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,
    GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGI_swap_control,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_visual_select_group, GLX_INTEL_swap_event
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
    GLX_MESA_copy_sub_buffer, GLX_MESA_swap_control,
    GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_OML_sync_control,
    GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync,
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGIX_visual_select_group, GLX_EXT_texture_from_pixmap,
    GLX_INTEL_swap_event
GLX version: 1.4
GLX extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_copy_sub_buffer,
    GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
    GLX_OML_sync_control, GLX_SGI_make_current_read, GLX_SGI_swap_control,
    GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group,
    GLX_EXT_texture_from_pixmap, GLX_INTEL_swap_event
OpenGL vendor string: Advanced Micro Devices, Inc.
OpenGL renderer string: Mesa DRI R600 (RV770 944C) 20090101  TCL DRI2
OpenGL version string: 2.0 Mesa 7.9-devel
OpenGL shading language version string: 1.10
OpenGL extensions:
    GL_ARB_depth_texture, GL_ARB_depth_clamp, GL_ARB_draw_buffers,
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
    GL_ARB_fragment_shader, 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_provoking_vertex,
    GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow,
    GL_ARB_shadow_ambient, 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_crossbar, GL_ARB_texture_env_dot3,
    GL_MESAX_texture_float, GL_ARB_texture_mirrored_repeat,
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle,
    GL_ARB_transpose_matrix, GL_ARB_vertex_array_bgra,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
    GL_EXT_compiled_vertex_array, GL_EXT_convolution, GL_EXT_copy_texture,
    GL_EXT_draw_range_elements, GL_EXT_framebuffer_object, GL_EXT_fog_coord,
    GL_EXT_gpu_program_parameters, GL_EXT_histogram, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal,
    GL_EXT_secondary_color, GL_EXT_separate_specular_color,
    GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap,
    GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
    GL_EXT_texture_env_add, GL_EXT_texture_env_combine,
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
    GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
    GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_texture_sRGB,
    GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_APPLE_packed_pixels,
    GL_ATI_blend_equation_separate, GL_ATI_texture_env_combine3,
    GL_ATI_texture_mirror_once, GL_ATI_separate_stencil,
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,
    GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_MESA_window_pos,
    GL_NV_blend_square, GL_NV_depth_clamp, GL_NV_light_max_exponent,
    GL_NV_packed_depth_stencil, GL_NV_texture_rectangle,
    GL_NV_texgen_reflection, GL_NV_vertex_program, GL_OES_read_format,
    GL_SGI_color_matrix, GL_SGI_color_table, GL_SGIS_generate_mipmap,
    GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp,
    GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays

Any idea what's wrong and how to fix it?

Thanks in advance.
05-16-2010, 03:24 PM
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Urkle Offline
FG - Associate

Posts: 1,172
Threads: 31
Joined: Jul 2006
Reputation: 21
#2
Solved: 8 Years, 1 Month ago RE: Unable to initialize display

Odds are is it something with the open source drivers that is causing you issues. Also do realize that Penumbra is a little more graphics intensive than the other games in the bundle, as we heavily use shaders in the rendering pipeline.

Developing away on one of
Multiple Macs running 10.6, 10.7, 10.8, and 10.9.
Linux, 8-core AMD, 8GB RAM, Fedora 18, nVidia 450 1GB
05-16-2010, 04:22 PM
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