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program crashing when rendering
Posted: 06 October 2012 09:10 AM   [ Ignore ]   [ # 16 ]
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JimmyC_2009 - 06 October 2012 08:31 AM

I am no expert on this, but it looks like you are running out of memory.

What you could try is removing some of the lights from the scene, and see if it can render then (just as a test)?  There are a lot of lights in your scene.

DS 4.5 is a bit less accomodating than earlier versions were, and there are a lot of people having problems on 32 bit systems with renders.  I don;t know if it is the new version of 3Delight that it uses, or if DS 4.5 just needs more memory to work properly.

I don;t think that there is any easy fix, but hang on for a little while, some of our members here know a great deal about this and can help a lot more than I can.

Thanks JimmyC

I will try your suggestion and see what happens…....

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Posted: 06 October 2012 10:27 AM   [ Ignore ]   [ # 17 ]
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I wasn’t trying to hijack the thread all I was trying to do was to add weight to the issues pointed out.

As Jimmy says a lot of us with 32bit systems seem to be having memory issues and like Jimmy I came to a conclusion ,wrong or rightly I don’t know, that the improvements in Quality and Render speed may come at a cost.

If I keep the scene limited to a lower amount of Geometry, lower texture sizes and less advanced lighting then I can render a number of test renders no problem. Open it back up, render the final, save the image, save the scene and close no problem.

As soon as I start to go over these limits, even lowering the shading rate from .20 to .10 can cause the same render, at the same size with the same lighting and content, to crash.

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Posted: 06 October 2012 10:59 AM   [ Ignore ]   [ # 18 ]
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I personally fell they should just do away with 32bit systems.

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Posted: 06 October 2012 01:34 PM   [ Ignore ]   [ # 19 ]
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OK All,
See here: http://www.daz3d.com/index.php?&ACT=50&fid=97&aid=24421_3z0c5NtMs2sUL7Jyl316&board_id=1
Took out the lights - it crashed
Took out the lights, Dragon - it crashed
Took out the lights, Dragon, staff - it crashed
Took out the lights, Dragon, staff, background and changed to a png render - it crashed….......

Look like I will need to try again building up the scene with my base figure again, but that’s for another day…maybe…

Meanwhile here’s Carmen sending you Love…..

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Posted: 06 October 2012 01:49 PM   [ Ignore ]   [ # 20 ]
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At my age, I would rather that Carmen sent me one of her gold bracelets smile  Thanks for the image though.

I am sorry that you are having so much trouble, but there must be something corrupted about the scene I think.  If you ever get started on it again, and I hope you do, try it a bit at a time.  Add some things, then render, then add some more.

It really is a pity that you are having all of this trouble.  I hope you get to the bottom of it, or another version helps.

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Posted: 15 October 2012 10:43 PM   [ Ignore ]   [ # 21 ]
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finally when I was thinking all is working good . I decided I give it a go with PWsurface and do a few changes to my character skin with that when after a few renders I my system is crashing . and I’m using 64 bit so not sure what is the problem .

the CPU using 100%

report version="1"> <platform>Win64-x64</platform>
<
application>DAZ Studio</application> <version/> <computer>OWNER-PC</computer> -<ips> <ip></ip> </ips>
 <
user>owner</user> <timestamp>129948140255200000</timestamp> -<error>
 <
what>ACCESS_VIOLATION</what> -<process> <name>DAZStudio.exe</name> <id>3112</id> </process>
<
module>D:\Program Files\DAZ 3D\DAZStudio4\dz3delight.dll</module>
 <
address>0033:00000000E7AC6FAB</address> -<function> <name>Dz3DelightDll::DSlo_DetailtoStr</name><offset>1655947</offset

some from the log file :
CPU Brand String:      Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz
Cache Line Size = 64
L2 Associativity = 6
Cache Size = 256
Total Physical Memory: 8172 Mb (8569880576)
Available Physical Memory: 6938 Mb (7275520000)
Total Virtual Memory: 8388607 Mb (8796092891136)
Available Virtual Memory: 8388411 Mb (8795886698496)
Current Memory Usage: 15%
??? ? 15. ??? 22:22:13 2012
Temp folder: D:/AppData
Total temp disk size: 841266 Mb, Available: 338960 Mb
Locale: he_IL
No translator found.
Reading style definition D:/Program Files/DAZ 3D/DAZStudio4/resources/style/Highway.style
Creating managers
Reading help index
Reading help file D:/Program Files/DAZ 3D/DAZStudio4/docs/DAZ Studio/DAZStudioHelp.dsx
Reading help file D:/Program Files/DAZ 3D/DAZStudio4/docs/inlinehelp.dsx
Scanning import folders
Scanning content folders
Using GLEW 1.7.0

Loading Startup Scene : D:/Users/owner/Documents/DAZ 3D/Studio/My Library/People/Genesis/Genesis.duf
*** Scene Cleared ***
D:/Users/owner/Documents/DAZ 3D/Studio/My Library/data/DAZ 3D/Genesis/Base/Morphs/Oskarsson/Galaxy For Genesis/Nails Gone.dsf (41,16): Syntax Error - expected ‘,’ or ‘}’
WARNING: fileinput\dzassetdaz.cpp(4957): Could not find target property for formula: Genesis:/data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Evolution/PHMSurprise.dsf#PHMSurprise?value in file : /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 5/MCMV5Surprise.dsf
WARNING: fileinput\dzassetdaz.cpp(4957): Could not find target property for formula: Genesis:/data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Evolution/PHMSnarlRight.dsf#PHMSnarlRight?value in file : /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 5/MCMV5SnarlRight.dsf


WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
WARNING: general\dztokenbuffer.cpp(1516): The token “float GlossinessStrength” already exists!
3Delight message #45 (Severity 1): S2072: the shader

‘D:/Program Files/DAZ 3D/DAZStudio4/shaders/pwSurface2.sdl’ uses a different interface version. Automatic conversion was successful. It should be recompiled for better performance

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Posted: 16 October 2012 01:14 AM   [ Ignore ]   [ # 22 ]
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I posted a thread about memory requirements for rendering recently.

http://www.daz3d.com/forums/viewthread/9286/

I used a a 32-bit Windows XP system with 2 gb of ram. I could not render even simple figures using the 3Delight software rendering option much bigger than 600x463. If I used the two lowest quality rendering options, I could render more complex figures at larger sizes. When it crashed, sometimes it gave resource errors. Sometimes it just crashed with no error.

I recently borrowed a laptop with 64bit Windows 7, 4 GB of ram and a I7 M640 processor. The difference was like night and day. I was able to render the same images using the 3Delight software option at much larger sizes, like 1800x1200, even with ray traced shadows. I had no crashes at all on the 64bit system.

I monitored the memory used on the 64bit system with the task manager. I never saw the memory usage larger than memory available on my 32bit system. I have sometimes seen the DAZstudio process above 1 GB of memory on my 32 bit system, but some simple figures failed with maximum memory usage of around 750 MB.  On the 64bit system memory usage never got above 800 MB, but the renders never crashed.

To me it seems the 64 bit version of DAZstudio and the 3Delight rendering software are much more stable than the 32 bit version. Maybe the 64 bit version never ran out of memory in my tests, so it seemed more stable to me.

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Posted: 16 October 2012 05:51 AM   [ Ignore ]   [ # 23 ]
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so this is why I’m lost…  I’m using 64 bit Ihave 8Gb ram my graphic card is very good one…my computer is strong but I did too many stupid stuff to my computer so now I suffer.

I took advice from someone here in the forum after I had some problems and misunderstood him and deleted all my application data in my computer so this is probably way this is all happening now i’m lost on how to fix this


Qt Version: 4.8.1
Running on Windows 7, Build 7601, Service Pack 1
CPU String: GenuineIntel
Stepping ID = 7
Model = 10
Family = 6
Extended model = 2
CLFLUSH cache line size = 64
APIC Physical ID = 2
The following features are supported:
SSE3 New Instructions
MONITOR/MWAIT
CPL Qualified Debug Store
Thermal Monitor 2
x87 FPU On Chip
Virtual-8086 Mode Enhancement
Debugging Extensions
Page Size Extensions
Time Stamp Counter
RDMSR and WRMSR Support
Physical Address Extensions
Machine Check Exception
CMPXCHG8B Instruction
APIC On Chip
SYSENTER and SYSEXIT
Memory Type Range Registers
PTE Global Bit
Machine Check Architecture
Conditional Move/Compare Instruction
Page Attribute Table
Page Size Extension
CFLUSH Extension
Debug Store
Thermal Monitor and Clock Ctrl
MMX Technology
FXSAVE/FXRSTOR
SSE Extensions
SSE2 Extensions
Self Snoop
Hyper-threading Technology
Thermal Monitor
Pend. Brk. EN.
CPU Brand String:      Intel(R) Core(TM) i5-2400 CPU @ 3.10GHz
Cache Line Size = 64
L2 Associativity = 6
Cache Size = 256
Total Physical Memory: 8172 Mb (8569880576)
Available Physical Memory: 6938 Mb (7275520000)
Total Virtual Memory: 8388607 Mb (8796092891136)
Available Virtual Memory: 8388411 Mb (8795886698496)
Current Memory Usage: 15%
??? ? 15. ??? 22:22:13 2012
Temp folder: D:/AppData
Total temp disk size: 841266 Mb, Available: 338960 Mb
Locale: he_IL
No translator found.
Reading style definition D:/Program Files/DAZ 3D/DAZStudio4/resources/style/Highway.style
Creating managers
Reading help index
Reading help file D:/Program Files/DAZ 3D/DAZStudio4/docs/DAZ Studio/DAZStudioHelp.dsx
Reading help file D:/Program Files/DAZ 3D/DAZStudio4/docs/inlinehelp.dsx
Scanning import folders
Scanning content folders
Using GLEW 1.7.0
Supported OpenGL extensions:
GL_AMD_multi_draw_indirect
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 : NOT INITIALIZED
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 : NOT INITIALIZED
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 : NOT INITIALIZED
GL_EXT_texture_integer
GL_EXT_texture_lod : NOT INITIALIZED
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 : NOT INITIALIZED
GL_EXT_texture_swizzle
GL_EXT_texture_type_2_10_10_10_REV : NOT INITIALIZED
GL_EXT_timer_query
GL_EXT_transform_feedback2 : NOT INITIALIZED
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_EXT_import_sync_object : NOT INITIALIZED
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region
GL_NV_alpha_test : NOT INITIALIZED
GL_NV_blend_minmax : NOT INITIALIZED
GL_NV_blend_square
GL_NV_complex_primitives : NOT INITIALIZED
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 : NOT INITIALIZED
GL_NV_explicit_multisample
GL_NV_fbo_color_attachments : NOT INITIALIZED
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragdepth : NOT INITIALIZED
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 : NOT INITIALIZED
GL_NV_gpu_program5
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float : NOT INITIALIZED
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 : NOT INITIALIZED
GL_NV_shader_atomic_float : NOT INITIALIZED
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 : NOT INITIALIZED
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 : NOT INITIALIZED
GL_NVX_gpu_memory_info
GL_OES_compressed_paletted_texture
GL_OES_depth24 : NOT INITIALIZED
GL_OES_depth32 : NOT INITIALIZED
GL_OES_depth_texture : NOT INITIALIZED
GL_OES_element_index_uint : NOT INITIALIZED
GL_OES_fbo_render_mipmap : NOT INITIALIZED
GL_OES_get_program_binary : NOT INITIALIZED
GL_OES_mapbuffer : NOT INITIALIZED
GL_OES_packed_depth_stencil : NOT INITIALIZED
GL_OES_point_size_array : NOT INITIALIZED
GL_OES_point_sprite : NOT INITIALIZED
GL_OES_rgb8_rgba8 : NOT INITIALIZED
GL_OES_read_format
GL_OES_standard_derivatives : NOT INITIALIZED
GL_OES_texture_3D : NOT INITIALIZED
GL_OES_texture_float : NOT INITIALIZED
GL_OES_texture_float_linear : NOT INITIALIZED
GL_OES_texture_half_float : NOT INITIALIZED
GL_OES_texture_half_float_linear : NOT INITIALIZED
GL_OES_texture_npot : NOT INITIALIZED
GL_OES_vertex_array_object : NOT INITIALIZED
GL_OES_vertex_half_float : NOT INITIALIZED
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 : NOT INITIALIZED

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
  : NOT INITIALIZED
OpenGL features for current hardware:
OpenGL provider: NVIDIA Corporation
OpenGL renderer: GeForce GTX 550 Ti/PCIe/SSE2
OpenGL version: 4.2.0
Maximum number of lights: 8
Number of auxiliary buffers: 4
Number of texture units: 4
Depth buffer bit resolution: 24
Maximum OpenGL texture size: 16384 x 16384
Current OpenGL Texture Quality Setting: Good Performance
RGBA color bitplane resolutions: 8 8 8 0
GLSL version: 4.20 NVIDIA via Cg compiler
Shadow mapping supported
VBO supported
*** Scene Cleared ***
Loading plug-ins:
aniMate2.dll
d3dGenX.dll
dazscriptide.dll
dz3dconnexion.dll
dz3dmouse.dll
dzalignace.dll
dzassetiofilters.dll
dzautofit.dll
dzautoriggerbasic.dll
dzautoshaderbakeractions.dll
dzbrycebridge.dll
dzbvh.dll
dzcolladax.dll
dzcomponents.dll
dzcontentdbeditor.dll
dzcontentlibrarypane.dll
dzcr2exporter.dll
dzcustomizedlg.dll
dzdelightrenderer.dll
dzdformeditor.dll
dzeasyloader.dll
dzexpexporter.dll
dzfbxexporter.dll
dzfbximporter.dll
dzfiguresetup.dll
dzhexagonbridge.dll
dzimageio.dll
dzjointeditor.dll
dzlayerededitor.dll
dzlayerfilter.dll
dzmanualshaderbaker.dll
dzmaptransfer.dll
dzmorphfollower.dll
dzmorphloader.dll
dzmorphloaderpro.dll
dzobjexporter.dll
dzoptitexclothbasic.dll
dzpolygongroupeditortool.dll
dzprimitives.dll
dzpropertyeditor.dll
dzpuppeteer.dll
dzpz3importer.dll
dzrenderedit.dll
dzrenderlibrary.dll
dzrslshadercompiler.dll
dzsavefilters.dll
dzscriptedrenderer.dll
dzscriptedsteps.dll
dzshaderbaker.dll
dzshaderbuilder.dll
dzshadereditor.dll
dzshadermixerbase.dll
dzshadermixergui.dll
dzsmartcontentpane.dll
dzspotrendertool.dll
dztextureatlas.dll
dztransferutility.dll
dzu3dexporter.dll
dzweightmapbrush.dll
dzwinvideo.dll
sdk_sceneinfopane.dll
dzpowerpose.dll
WARNING: QLayout: Attempting to add QLayout “” to QWidget “”, which already has a layout
Total class factories: 1200
WARNING: 3DConnexion Plug-in Error: Could not create Device, CoCreateInstance failed
3D mouse support library could not be loaded.
Creating interface
Successfully created OpenGL viewport for Viewport1.
Successfully created OpenGL viewport for Viewport2.
Successfully created OpenGL viewport for Viewport3.
Successfully created OpenGL viewport for Viewport4.
Executing startup script…
Started in: D:/Program Files/DAZ 3D/DAZStudio4
DAZ Studio Started
Creating Pixel Buffer
Pixel buffer - Width: 1024 Height: 1024
Compiling OpenGL Shader…
Fragment Shader:
Fragment Shader compiled successfully.
Linking Shader:
Fragment info
——————-
0(29) : warning C7050: “rgb” might be used before being initialized
Shader Program successfully linked.

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Posted: 16 October 2012 06:11 AM   [ Ignore ]   [ # 24 ]
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looks like my only solution is to take my computer to the lab and get it fixed and also re insall windows 7

is there like online help with this kind of things before I run to the lab to fix this ?

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Posted: 16 October 2012 06:24 AM   [ Ignore ]   [ # 25 ]
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My Win7 has a built in Reset to Factory Default at boot Time. It’s one of the F keys. It will put Win7 back on your PC just like it was the first time you booted the system. It will even leave all your installed content alone. So If you still get errors after that you could uninstall that software and start again. At least you would know Win7 is stable.

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Posted: 16 October 2012 06:41 AM   [ Ignore ]   [ # 26 ]
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Thankes Jade you are sweet as a pie
my win 7 is in Hebrew so not sure where to find this Reset to Factory Default at boot Time thing

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Posted: 16 October 2012 06:45 AM   [ Ignore ]   [ # 27 ]
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RedHeadLilith - 16 October 2012 06:41 AM

Thankes Jade you are sweet as a pie
my win 7 is in Hebrew so not sure where to find this Reset to Factory Default at boot Time thing

It pops up on your screen at Boot time for a very short time. Do a reboot and watch, once you see it note it down and then Google what it says. You will soon know how to set your PC back to default when you need too.

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Posted: 16 October 2012 06:50 AM   [ Ignore ]   [ # 28 ]
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thanks Jade . will try this smile

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