Dear Andrew, I am sorry for the late answer, I have also upgraded my computer and I have not yet installed my "therion development environment" :(
Just a question, if you just run loch without opening any file, are you able to rotate the "red cube" ? Unfortunatelly, it does not check OpenGL error codes when calling OpenGL functions, I will try to add it to see, what is going wrong, when I will reinstall all the stuff on my new computer. Best regards, S. On 20 October 2011 17:55, Andrew Atkinson <andrew at wotcc.org.uk> wrote: > Hello all > > I started on this problem before the summer, but then I went away for a few > weeks. But I am working on surveys again so I could really do with loch. > (One plus from before the summer is that aven is upgraded to 1.2.2 and that > now works again, so I am not completely blind) > > So trying to open a lox or 3d file in loch just gives a blank screen (grey > to go with the border) > Runing it from terminal does the same with no errors. > > Below is the useful information that aven gives you when you look at help > > > Andrew > > Linux 3.0.0-1-amd64 x86_64 > wxWidgets 2.8.10 (GTK+ >= 2.6) > Display Depth: 24 bpp (colour) > OpenGL 2.1.2 NVIDIA 275.28 > NVIDIA Corporation > GeForce 7300 GS/PCI/SSE2 > GLX 1.4 > R8G8B8 > Max Texture size: 4096x4096 > Max Viewport size: 4096x4096 > Smooth Point Size 1.000-63.375 (granularity 0.125) > Aliased point size 1.000-63.000 > Double buffered: true > GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp > GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility > GL_ARB_explicit_attrib_location GL_ARB_fragment_program > GL_ARB_fragment_program_shadow GL_ARB_fragment_shader > GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex > GL_ARB_imaging 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_sampler_objects > GL_ARB_separate_shader_objects GL_ARB_shader_objects > GL_ARB_shading_language_100 GL_ARB_shading_language_include GL_ARB_shadow > 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_ARB_texture_float > GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two > GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_swizzle > GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra > GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program > GL_ARB_vertex_shader 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_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_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_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_shadow_funcs GL_EXT_stencil_two_side > GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_dxt1 > 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_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp > GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle > GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra > GL_EXT_x11_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat > GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square > GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp > 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_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_barrier GL_NV_texture_compression_vtc > GL_NV_texture_env_combine4 GL_NV_texture_expand_normal > GL_NV_texture_lod_clamp 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_NV_vertex_program3 > GL_NVX_conditional_render 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_rgb8_rgba8 > 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 > _______________________________________________ > Therion mailing list > Therion at speleo.sk > http://mailman.speleo.sk/mailman/listinfo/therion >
