Bug #1144

openGL errors on startupof PPA MH1.1.1

Added by Rob Baer almost 2 years ago. Updated almost 2 years ago.

Status:NewStart date:03/05/2017
Priority:HighDue date:
Assignee:Jonas Hauquier% Done:

0%

Category:OpenGL
Target version:MakeHuman 1.1.2

Description

Initial Linux PPA produces errors when started with

rwbaer@Aspire:~$ makehuman --fullloggingopengl --debugnumpy --debugopengl

MakeHuman Copyright (C) 2001-2017 http://www.makehuman.org
This program comes with ABSOLUTELY NO WARRANTY.
This is free software, and you are welcome to redistribute it
under certain conditions. For details use the option --license

data/VERSION file detected using value from version file: 2128:2d119491670c
Initialized logging
VERSION: 1.1.1
HG REVISION: r2128 (2d119491670c) [data/VERSION static revision data]
SHORT VERSION: v1.1.1
BASEMESH VERSION: hm08
IS BUILT (FROZEN): No
IS RELEASE VERSION: Yes
DEFAULT ENCODING: utf-8
FILESYSTEM ENCODING: UTF-8
STDOUT ENCODING: UTF-8
WORKING DIRECTORY: /usr/share/makehuman
HOME LOCATION: /home/rwbaer
PYTHON PATH: ./:./lib:./apps:./shared:./apps/gui:./core:/usr/share/makehuman:/usr/lib/python2.7:/usr/lib/python2.7/plat-x86_64-linux-gnu:/usr/lib/python2.7/lib-tk:/usr/lib/python2.7/lib-old:/usr/lib/python2.7/lib-dynload:/home/rwbaer/.local/lib/python2.7/site-packages:/usr/local/lib/python2.7/dist-packages:/usr/lib/python2.7/dist-packages:/usr/lib/python2.7/dist-packages/PILcompat:/usr/lib/python2.7/dist-packages/gtk-2.0:/usr/lib/python2.7/dist-packages/ubuntu-sso-client
DLL PATH: /home/rwbaer/anaconda3/bin:/home/rwbaer/workspace/rnaseq/tools/samtools-1.1:/home/rwbaer/workspace/rnaseq/tools/bam-readcount/bin:/home/rwbaer/workspace/rnaseq/tools/bowtie2-2.2.4:/home/rwbaer/workspace/rnaseq/tools/tophat-2.0.13.Linux_x86_64:/home/rwbaer/workspace/rnaseq/tools/STAR-STAR_2.4.0f1/source:/home/rwbaer/workspace/rnaseq/tools/cufflinks-2.2.1.Linux_x86_64:/home/rwbaer/workspace/rnaseq/tools/HTSeq-0.6.1p1/scripts:/home/rwbaer/workspace/rnaseq/R-3.1.0/bin:/home/rwbaer/workspace/rnaseq/tools/FastQC:/home/rwbaer/workspace/rnaseq/tools/picard-tools-1.124:/home/rwbaer/workspace/rnaseq/tools/samstat-1.5/src:/home/ubuntu/bin/bedtools2/bin:/home/rwbaer/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/usr/lib/jvm/java-8-oracle/bin:/usr/lib/jvm/java-8-oracle/db/bin:/usr/lib/jvm/java-8-oracle/jre/bin
SYS.VERSION: 2.7.12 (default, Nov 19 2016, 06:48:10) [GCC 5.4.0 20160609]
SYS.PLATFORM: linux2
SYS.EXECUTABLE: /usr/bin/python2
PLATFORM.MACHINE: x86_64
PLATFORM.PROCESSOR: x86_64
PLATFORM.UNAME.RELEASE: 4.4.0-64-generic
PLATFORM.LINUX_DISTRIBUTION: Ubuntu 16.04 xenial
NUMPY.VERSION: 1.11.1
No OpenGL_accelerate module loaded: No module named OpenGL_accelerate
Unable to load registered array format handler numeric
Unable to load registered array format handler vbo
Unable to load registered array format handler vbooffset
PYQT.VERSION: 4.8.7
PYQT.JPG_SUPPORT: supported
PYQT.SVG_SUPPORT: supported
QT.PLUGIN_PATH: /usr/lib/x86_64-linux-gnu/qt4/plugins:/usr/bin
QT.PLUGIN_PATH_ENV:
QT.CONF: NOT PRESENT
PYOPENGL.VERSION: 3.0.2
glGetString( GL_VENDOR )
GL.VENDOR: Intel Open Source Technology Center
glGetString( GL_RENDERER )
GL.RENDERER: Mesa DRI Intel(R) Haswell Mobile
glGetString( GL_VERSION )
GL.VERSION: 3.0 Mesa 17.1.0-devel - padoka PPA
glGetString( GL_VERSION )
OpenGL Version: 3.0 Mesa 17.1.0-devel - padoka PPA
glGetString( GL_SHADING_LANGUAGE_VERSION )
GLSL.VERSION: 1.30
glGetString( GL_EXTENSIONS )
GL Extension GL_ARB_multisample available
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetIntegerv( GL_SAMPLES_ARB,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
GL.EXTENSION: GL_ARB_multisample enabled (4x samples)
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetIntegerv( GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
glLightModelfv( GL_LIGHT_MODEL_AMBIENT,array([ 0., 0., 0., 1.], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([ 0., 0., 0., 1.], dtype=float32) )
glEnable( GL_DEPTH_TEST )
glDisable( GL_DITHER )
glEnable( GL_LIGHTING )
glLightfv( GL_LIGHT0,GL_AMBIENT,array([ 0., 0., 0., 1.], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([ 0., 0., 0., 1.], dtype=float32) )
glLightfv( GL_LIGHT0,GL_DIFFUSE,array([ 1., 1., 1., 1.], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([ 1., 1., 1., 1.], dtype=float32) )
glLightfv( GL_LIGHT0,GL_SPECULAR,array([ 1., 1., 1., 1.], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([ 1., 1., 1., 1.], dtype=float32) )
glLightfv( GL_LIGHT0,GL_POSITION,array([-10.98999977, 20. , 20. , 1. ], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([-10.98999977, 20. , 20. , 1. ], dtype=float32) )
glLightModeli( GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR )
glMaterialfv( GL_FRONT,GL_AMBIENT,array([ 0.11, 0.11, 0.11, 1. ], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([ 0.11, 0.11, 0.11, 1. ], dtype=float32) )
glMaterialfv( GL_FRONT,GL_DIFFUSE,array([ 1., 1., 1., 1.], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([ 1., 1., 1., 1.], dtype=float32) )
glMaterialfv( GL_FRONT,GL_SPECULAR,array([ 0.2, 0.2, 0.2, 1. ], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([ 0.2, 0.2, 0.2, 1. ], dtype=float32) )
glMaterialfv( GL_FRONT,GL_SHININESS,array([ 10.], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([ 10.], dtype=float32) )
glMaterialfv( GL_FRONT,GL_EMISSION,array([ 0., 0., 0., 1.], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([ 0., 0., 0., 1.], dtype=float32) )
glEnable( GL_LIGHT0 )
glEnable( GL_COLOR_MATERIAL )
glColorMaterial( GL_FRONT,GL_AMBIENT_AND_DIFFUSE )
glTexEnvf( GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE )
glEnable( GL_BLEND )
glBlendFunc( GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA )
glEnableClientState( GL_NORMAL_ARRAY )
glEnableClientState( GL_COLOR_ARRAY )
glEnableClientState( GL_VERTEX_ARRAY )
glEnable( GL_MULTISAMPLE )
Creating new texture for image data/textures/texture_notfound.png.
GL Extension GL_ARB_texture_non_power_of_two available
GL.EXTENSION: GL_ARB_texture_non_power_of_two enabled
glGenTextures( 1,c_uint(0L) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLuintArray'>,c_uint(0L) )
glPixelStorei( GL_UNPACK_ALIGNMENT,1 )
glBindTexture( GL_TEXTURE_2D,1L )
glPixelStorei( GL_PACK_SWAP_BYTES,0 )
glPixelStorei( GL_PACK_LSB_FIRST,0 )
glPixelStorei( GL_PACK_SKIP_IMAGES,0 )
glPixelStorei( GL_PACK_IMAGE_HEIGHT,0 )
glPixelStorei( GL_PACK_ALIGNMENT,1 )
asArray( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

...,
[[245, 130, 32, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[198, 114, 43, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[107, 84, 66, 255],
[198, 114, 43, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]]], dtype=uint8) )
glTexImage2D( GL_PROXY_TEXTURE_2D,0,4,256,256,0,GL_RGBA,GL_UNSIGNED_BYTE,array([[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

...,
[[245, 130, 32, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[198, 114, 43, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[107, 84, 66, 255],
[198, 114, 43, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]]], dtype=uint8) )
from_param( <class 'OpenGL.arrays.arraydatatype.ArrayDatatype'>,array([[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

...,
[[245, 130, 32, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[198, 114, 43, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[107, 84, 66, 255],
[198, 114, 43, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]]], dtype=uint8) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetTexLevelParameteriv( GL_PROXY_TEXTURE_2D,0,GL_TEXTURE_WIDTH,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
glPixelStorei( GL_PACK_SWAP_BYTES,0 )
glPixelStorei( GL_PACK_LSB_FIRST,0 )
glPixelStorei( GL_PACK_SKIP_IMAGES,0 )
glPixelStorei( GL_PACK_IMAGE_HEIGHT,0 )
glPixelStorei( GL_PACK_ALIGNMENT,1 )
asArray( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

...,
[[245, 130, 32, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[198, 114, 43, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[107, 84, 66, 255],
[198, 114, 43, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]]], dtype=uint8) )
glTexImage2D( GL_TEXTURE_2D,0,4,256,256,0,GL_RGBA,GL_UNSIGNED_BYTE,array([[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

...,
[[245, 130, 32, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[198, 114, 43, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[107, 84, 66, 255],
[198, 114, 43, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]]], dtype=uint8) )
from_param( <class 'OpenGL.arrays.arraydatatype.ArrayDatatype'>,array([[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

...,
[[245, 130, 32, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[198, 114, 43, 255],
[245, 130, 32, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]],

[[107, 84, 66, 255],
[198, 114, 43, 255],
[245, 130, 32, 255],
...,
[ 63, 70, 77, 255],
[ 63, 70, 77, 255],
[ 63, 70, 77, 255]]], dtype=uint8) )
glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR )
glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR )
glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT )
glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT )
glBindTexture( GL_TEXTURE_2D,0 )
initTexture: 256, 256, False
glViewport( 0,0,800,531 )
glMatrixMode( GL_PROJECTION )
glLoadIdentity( )
glMatrixMode( GL_MODELVIEW )
glDisable( GL_LIGHTING )
glDisable( GL_BLEND )
glDisable( GL_MULTISAMPLE )
glClearColor( 0.0,0.0,0.0,0.0 )
glClear( 16640 )
glPixelStorei( GL_PACK_ALIGNMENT,1 )
asArray( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[232, 17, 91],
[118, 184, 127],
[ 0, 0, 232],
...,
[ 32, 32, 55],
[ 55, 44, 32],
[ 50, 53, 53]],

[[ 93, 93, 44],
[ 10, 10, 32],
[ 32, 32, 32],
...,
[ 32, 32, 32],
[ 32, 32, 32],
[ 32, 46, 46]],

[[ 46, 44, 32],
[ 10, 32, 32],
[ 32, 32, 32],
...,
[255, 77, 70],
[ 63, 255, 77],
[ 70, 63, 255]],

...,
[[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0],
...,
[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0]],

[[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0],
...,
[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0]],

[[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0],
...,
[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0]]], dtype=uint8) )
voidDataPointer( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[232, 17, 91],
[118, 184, 127],
[ 0, 0, 232],
...,
[ 32, 32, 55],
[ 55, 44, 32],
[ 50, 53, 53]],

[[ 93, 93, 44],
[ 10, 10, 32],
[ 32, 32, 32],
...,
[ 32, 32, 32],
[ 32, 32, 32],
[ 32, 46, 46]],

[[ 46, 44, 32],
[ 10, 32, 32],
[ 32, 32, 32],
...,
[255, 77, 70],
[ 63, 255, 77],
[ 70, 63, 255]],

...,
[[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0],
...,
[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0]],

[[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0],
...,
[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0]],

[[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0],
...,
[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0]]], dtype=uint8) )
dataPointer( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[232, 17, 91],
[118, 184, 127],
[ 0, 0, 232],
...,
[ 32, 32, 55],
[ 55, 44, 32],
[ 50, 53, 53]],

[[ 93, 93, 44],
[ 10, 10, 32],
[ 32, 32, 32],
...,
[ 32, 32, 32],
[ 32, 32, 32],
[ 32, 46, 46]],

[[ 46, 44, 32],
[ 10, 32, 32],
[ 32, 32, 32],
...,
[255, 77, 70],
[ 63, 255, 77],
[ 70, 63, 255]],

...,
[[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0],
...,
[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0]],

[[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0],
...,
[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0]],

[[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0],
...,
[ 0, 0, 0],
[ 0, 0, 0],
[ 0, 0, 0]]], dtype=uint8) )
glReadPixels( 0,0,800,531,GL_RGB,GL_UNSIGNED_BYTE,c_void_p(54457936) )
from_param( <class 'OpenGL.arrays.arraydatatype.ArrayDatatype'>,c_void_p(54457936) )
glEnable( GL_BLEND )
glEnable( GL_MULTISAMPLE )
glEnable( GL_LIGHTING )
Setting language to english
Setting language to english
Initializing default theme first.
Theme default version 1.1.0
Loaded theme data/themes/default.mht
Using Qt system style gtk+
glViewport( 0,0,800,491 )
glMatrixMode( GL_PROJECTION )
glLoadIdentity( )
glMatrixMode( GL_MODELVIEW )
glDisable( GL_LIGHTING )
glDisable( GL_BLEND )
glDisable( GL_MULTISAMPLE )
glClearColor( 0.0,0.0,0.0,0.0 )
glClear( 16640 )
glPixelStorei( GL_PACK_ALIGNMENT,1 )
asArray( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[ 72, 19, 91],
[118, 184, 127],
[ 0, 0, 72],
...,
[ 0, 65, 65],
[ 65, 255, 0],
[ 0, 0, 0]],

[[ 65, 65, 65],
[255, 0, 0],
[ 0, 0, 65],
...,
[ 0, 32, 130],
[245, 255, 0],
[ 0, 0, 0]],

[[ 32, 130, 245],
[255, 0, 0],
[ 0, 0, 62],
...,
[ 0, 74, 73],
[ 72, 255, 0],
[ 0, 0, 0]],

...,
[[127, 91, 86],
[255, 128, 91],
[ 86, 255, 128],
...,
[255, 74, 60],
[ 85, 255, 73],
[ 66, 79, 255]],

[[ 81, 75, 91],
[255, 95, 87],
[101, 255, 93],
...,
[255, 215, 200],
[199, 255, 104],
[101, 122, 255]],

[[ 91, 84, 118],
[255, 97, 92],
[125, 255, 97],
...,
[255, 83, 66],
[ 60, 255, 83],
[ 66, 59, 255]]], dtype=uint8) )
voidDataPointer( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[ 72, 19, 91],
[118, 184, 127],
[ 0, 0, 72],
...,
[ 0, 65, 65],
[ 65, 255, 0],
[ 0, 0, 0]],

[[ 65, 65, 65],
[255, 0, 0],
[ 0, 0, 65],
...,
[ 0, 32, 130],
[245, 255, 0],
[ 0, 0, 0]],

[[ 32, 130, 245],
[255, 0, 0],
[ 0, 0, 62],
...,
[ 0, 74, 73],
[ 72, 255, 0],
[ 0, 0, 0]],

...,
[[127, 91, 86],
[255, 128, 91],
[ 86, 255, 128],
...,
[255, 74, 60],
[ 85, 255, 73],
[ 66, 79, 255]],

[[ 81, 75, 91],
[255, 95, 87],
[101, 255, 93],
...,
[255, 215, 200],
[199, 255, 104],
[101, 122, 255]],

[[ 91, 84, 118],
[255, 97, 92],
[125, 255, 97],
...,
[255, 83, 66],
[ 60, 255, 83],
[ 66, 59, 255]]], dtype=uint8) )
dataPointer( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[ 72, 19, 91],
[118, 184, 127],
[ 0, 0, 72],
...,
[ 0, 65, 65],
[ 65, 255, 0],
[ 0, 0, 0]],

[[ 65, 65, 65],
[255, 0, 0],
[ 0, 0, 65],
...,
[ 0, 32, 130],
[245, 255, 0],
[ 0, 0, 0]],

[[ 32, 130, 245],
[255, 0, 0],
[ 0, 0, 62],
...,
[ 0, 74, 73],
[ 72, 255, 0],
[ 0, 0, 0]],

...,
[[127, 91, 86],
[255, 128, 91],
[ 86, 255, 128],
...,
[255, 74, 60],
[ 85, 255, 73],
[ 66, 79, 255]],

[[ 81, 75, 91],
[255, 95, 87],
[101, 255, 93],
...,
[255, 215, 200],
[199, 255, 104],
[101, 122, 255]],

[[ 91, 84, 118],
[255, 97, 92],
[125, 255, 97],
...,
[255, 83, 66],
[ 60, 255, 83],
[ 66, 59, 255]]], dtype=uint8) )
glReadPixels( 0,0,800,491,GL_RGB,GL_UNSIGNED_BYTE,c_void_p(59095152) )
from_param( <class 'OpenGL.arrays.arraydatatype.ArrayDatatype'>,c_void_p(59095152) )
glEnable( GL_BLEND )
glEnable( GL_MULTISAMPLE )
glEnable( GL_LIGHTING )
glClearColor( 0.5,0.5,0.5,1.0 )
glClear( 16640 )
glClearColor( 0.5,0.5,0.5,1.0 )
glClear( 16640 )
glDisable( GL_LIGHTING )
glDisable( GL_BLEND )
glDisable( GL_MULTISAMPLE )
glClearColor( 0.0,0.0,0.0,0.0 )
glClear( 16640 )
glPixelStorei( GL_PACK_ALIGNMENT,1 )
asArray( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

...,
[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]]], dtype=uint8) )
voidDataPointer( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

...,
[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]]], dtype=uint8) )
dataPointer( <class 'OpenGL.arrays.arraydatatype.GLubyteArray'>,array([[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

...,
[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]],

[[0, 0, 0],
[0, 0, 0],
[0, 0, 0],
...,
[0, 0, 0],
[0, 0, 0],
[0, 0, 0]]], dtype=uint8) )
glReadPixels( 0,0,800,491,GL_RGB,GL_UNSIGNED_BYTE,c_void_p(59095152) )
from_param( <class 'OpenGL.arrays.arraydatatype.ArrayDatatype'>,c_void_p(59095152) )
glEnable( GL_BLEND )
glEnable( GL_MULTISAMPLE )
glEnable( GL_LIGHTING )
Loading human
Loading binary mesh data/3dobjs/base.npz.
Loading material from file data/skins/default.mhmat
glCreateProgram( )
glCreateShader( GL_VERTEX_SHADER )
dataPointer( <class 'OpenGL.arrays.arraydatatype.GLcharArray'>,'#version 120\n\n/**\n * Lit Sphere (spherically mapped captured light) shader.\n \n Project Name: MakeHuman\n *\n Product Home Page: http://www.makehuman.org/\n *\n Code Home Page: https://bitbucket.org/MakeHuman/makehuman/\n *\n Authors: Jonas Hauquier\n *\n Copyright(c): MakeHuman Team 2001-2017\n *\n Licensing: AGPL3\n *\n *\n * Abstract\n * --------\n *\n * Has the effect of a specular material, shaded relative to the camera without\n * lights.\n * The normal is used as UV coordinates of the litsphere texture, which is a\n * spherically shaped mapping of colors for all angles that normals can face in\n * the half sphere facing the camera.\n * Litsphere textures express lighting for normal angles in view space.\n*/\n\n\n#ifdef NORMALMAP\n // Inputs\n attribute vec4 tangent;\n\n // Output\n varying mat3 tbnMat; // Tangent to view space conversion matrix\n#else\n // Output\n varying vec3 vNormal; // Vertex normal in view space\n#endif\n\n\nvoid main() {\n gl_Position = ftransform();\n gl_TexCoord0 = gl_MultiTexCoord0;\n #ifdef NORMALMAP\n vec3 vNormal = vec3(0, 0, 0);\n #endif\n vNormal = normalize(gl_NormalMatrix * gl_Normal); // Vertex normal in view space\n\n #ifdef DIFFUSE\n gl_TexCoord0 = gl_MultiTexCoord0;\n #endif\n\n #ifdef NORMALMAP\n // Tangent and binormal in view space\n vec3 tang = normalize(gl_NormalMatrix * tangent.xyz);\n //normal = normalize(gl_NormalMatrix * gl_Normal);\n vec3 binormal = normalize(cross(vNormal, tang));\n\n tbnMat = mat3(tang, binormal, vNormal); // TBN matrix, converts from Tangent space in view space\n #endif\n\n #ifdef VERTEX_COLOR\n gl_FrontColor = gl_Color;\n #endif\n}\n' )
glShaderSource( 2L,1,<OpenGL.converters.c_char_p_Array_1 object at 0x7fb860399ef0>,<OpenGL.converters.c_int_Array_1 object at 0x7fb860399d40> )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,<OpenGL.converters.c_int_Array_1 object at 0x7fb860399d40> )
glCompileShader( 2L )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetShaderiv( 2L,GL_COMPILE_STATUS,array([1], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([1], dtype=int32) )
glAttachShader( 1L,2L )
glCreateShader( GL_FRAGMENT_SHADER )
dataPointer( <class 'OpenGL.arrays.arraydatatype.GLcharArray'>,'#version 120\n\n/**\n * Lit Sphere (spherically mapped captured light) shader.\n \n Project Name: MakeHuman\n *\n Product Home Page: http://www.makehuman.org/\n *\n Code Home Page: https://bitbucket.org/MakeHuman/makehuman/\n *\n Authors: Jonas Hauquier\n *\n Copyright(c): MakeHuman Team 2001-2017\n *\n Licensing: AGPL3\n *\n *\n * Abstract\n * --------\n *\n * Has the effect of a specular material, shaded relative to the camera without\n * lights.\n * The normal is used as UV coordinates of the litsphere texture, which is a\n * spherically shaped mapping of colors for all angles that normals can face in\n * the half sphere facing the camera.\n * Litsphere textures express lighting for normal angles in view space.\n*/\n\n#ifdef DIFFUSE\n uniform sampler2D diffuseTexture;\n#else\n #ifdef ALPHA_MAP\n uniform sampler2D alphaTexture;\n #endif\n#endif\n\n#ifdef AOMAP\n uniform sampler2D aomapTexture;\n#endif\n\n\n#ifdef NORMALMAP\n uniform sampler2D normalmapTexture;\n uniform float normalmapIntensity = 1.0;\n //define CALC_NORMAL_Z\n\n // Inputs\n varying mat3 tbnMat; // Conversion matrix from tangent to view space\n#else\n // Inputs\n varying vec3 vNormal; // Vertex normal in view space\n#endif\n\n// Lit Sphere texture\nuniform sampler2D litsphereTexture;\n\n// Additive litsphere shading. Useful for specularity litspheres\n// Specifies the amount of litsphere shading that will be added instead of multiplied.\nuniform float AdditiveShading = 0.0;\n\n\nvoid main() {\n\n #ifdef NORMALMAP\n #ifdef CALC_NORMAL_Z\n vec2 normalH = 0.5 * texture2D(normalmapTexture, gl_TexCoord0.xy).rg;\n vec3 normal;\n normal.xy = (2.0 * normalH -1.0) * normalmapIntensity;\n normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));\n #else\n vec3 normalH = texture2D(normalmapTexture, gl_TexCoord0.xy).rgb;\n vec3 normal = (2.0 * normalH -1.0) * normalmapIntensity;\n #endif\n\n // Convert sampled normal from tangent to view space\n normal = normalize(tbnMat * normal);\n #else\n vec3 normal = vNormal;\n #endif\n\n vec3 shading = texture2D(litsphereTexture, vec2(normal.xyz * vec3(0.495) + vec3(0.5))).rgb;\n\n #ifdef VERTEX_COLOR\n shading = shading * gl_Color.rgb;\n #endif\n\n vec4 outColor;\n #ifdef DIFFUSE\n vec4 diffuse = texture2D(diffuseTexture, gl_TexCoord0.xy).rgba;\n outColor.rgb = (1.0 - AdditiveShading)*shading * diffuse.rgb * vec3(2.0 - (shading.r + shading.g + shading.b)/3.0);\n outColor.rgb += AdditiveShading*(shading + diffuse.rgb);\n outColor.a = diffuse.a;\n #else\n outColor.rgb = shading.rgb;\n #ifdef ALPHA_MAP\n outColor.a = texture2D(alphaTexture, gl_TexCoord0.xy).a;\n #else\n outColor.a = 1.0;\n #endif\n #endif\n\n #ifdef AOMAP\n outColor.rgb = outColor.rgb * texture2D(aomapTexture, gl_TexCoord0.xy).rgb;\n #endif\n\n gl_FragColor.rgba = outColor.rgba;\n\n}\n\n' )
glShaderSource( 3L,1,<OpenGL.converters.c_char_p_Array_1 object at 0x7fb860399d40>,<OpenGL.converters.c_int_Array_1 object at 0x7fb860399ef0> )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,<OpenGL.converters.c_int_Array_1 object at 0x7fb860399ef0> )
glCompileShader( 3L )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetShaderiv( 3L,GL_COMPILE_STATUS,array([1], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([1], dtype=int32) )
glAttachShader( 1L,3L )
glLinkProgram( 1L )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetProgramiv( 1L,GL_LINK_STATUS,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
glGetAttribLocation( 1L,'tangent\x00' )
from_param( <class 'OpenGL.arrays.arraydatatype.GLcharArray'>,'tangent\x00' )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetProgramiv( 1L,GL_ACTIVE_UNIFORMS,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetProgramiv( 1L,GL_OBJECT_ACTIVE_UNIFORMS_ARB,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetProgramiv( 1L,GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLenumArray'>,(1,) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLsizeiArray'>,(1,) )
glGetActiveUniform( 1L,0,38,array([0], dtype=int32),array([0], dtype=int32),array([0], dtype=uint32),<ctypes.c_char_Array_38 object at 0x7fb860399d40> )
from_param( <class 'OpenGL.arrays.arraydatatype.GLsizeiArray'>,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLuintArray'>,array([0], dtype=uint32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLcharArray'>,<ctypes.c_char_Array_38 object at 0x7fb860399d40> )
Shader: adding built-in uniform gl_ModelViewProjectionMatrixTranspose
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetProgramiv( 1L,GL_OBJECT_ACTIVE_UNIFORMS_ARB,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetProgramiv( 1L,GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLenumArray'>,(1,) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLsizeiArray'>,(1,) )
glGetActiveUniform( 1L,1,38,array([0], dtype=int32),array([0], dtype=int32),array([0], dtype=uint32),<ctypes.c_char_Array_38 object at 0x7fb860399d40> )
from_param( <class 'OpenGL.arrays.arraydatatype.GLsizeiArray'>,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLuintArray'>,array([0], dtype=uint32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLcharArray'>,<ctypes.c_char_Array_38 object at 0x7fb860399d40> )
Shader: adding built-in uniform gl_NormalMatrix
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetProgramiv( 1L,GL_OBJECT_ACTIVE_UNIFORMS_ARB,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetProgramiv( 1L,GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLenumArray'>,(1,) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLsizeiArray'>,(1,) )
glGetActiveUniform( 1L,2,38,array([0], dtype=int32),array([0], dtype=int32),array([0], dtype=uint32),<ctypes.c_char_Array_38 object at 0x7fb860399d40> )
from_param( <class 'OpenGL.arrays.arraydatatype.GLsizeiArray'>,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLuintArray'>,array([0], dtype=uint32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLcharArray'>,<ctypes.c_char_Array_38 object at 0x7fb860399d40> )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetProgramiv( 1L,GL_OBJECT_ACTIVE_UNIFORMS_ARB,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
glGetProgramiv( 1L,GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,(1,) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLenumArray'>,(1,) )
zeros( <class 'OpenGL.arrays.arraydatatype.GLsizeiArray'>,(1,) )
glGetActiveUniform( 1L,3,38,array([0], dtype=int32),array([0], dtype=int32),array([0], dtype=uint32),<ctypes.c_char_Array_38 object at 0x7fb860399d40> )
from_param( <class 'OpenGL.arrays.arraydatatype.GLsizeiArray'>,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLintArray'>,array([0], dtype=int32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLuintArray'>,array([0], dtype=uint32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLcharArray'>,<ctypes.c_char_Array_38 object at 0x7fb860399d40> )
glGetUniformfv( 1L,3,array([ 0.], dtype=float32) )
from_param( <class 'OpenGL.arrays.arraydatatype.GLfloatArray'>,array([ 0.], dtype=float32) )
gluErrorString( 1282 )
Failure on glGetUniformfv: Traceback (most recent call last):
File "/usr/lib/python2.7/dist-packages/OpenGL/logs.py", line 74, in call
return function( *args, **named )
File "/usr/lib/python2.7/dist-packages/OpenGL/error.py", line 208, in glCheckError
baseOperation = baseOperation,
GLError: GLError(
err = 1282,
description = 'invalid operation',
baseOperation = glGetUniformfv,
cArguments = (1L, 3, array([ 0.], dtype=float32))
)

Exception during event onStart
Traceback (most recent call last):
File "./core/events3d.py", line 211, in callEvent
method(event)
File "./core/mhmain.py", line 808, in onStart
self.startupSequence()
File "./core/mhmain.py", line 730, in startupSequence
self.loadHuman()
File "./core/mhmain.py", line 385, in loadHuman
self.selectedHuman = self.addObject(human.Human(files3d.loadMesh(mh.getSysDataPath("3dobjs/base.obj"), maxFaces = 5)))
File "./apps/human.py", line 82, in init
self.material = material.fromFile(getSysDataPath('skins/default.mhmat'))
File "./shared/material.py", line 1372, in fromFile
mat.fromFile(filename)
File "./shared/material.py", line 476, in fromFile
self.configureShading(diffuse=shaderConfig_diffuse, bump=shaderConfig_bump, normal=shaderConfig_normal, displacement=shaderConfig_displacement, spec=shaderConfig_spec, vertexColors=shaderConfig_vertexColors, transparency=shaderConfig_transparency, ambientOcclusion=shaderConfig_ambientOcclusion)
File "./shared/material.py", line 913, in configureShading
self._updateShaderConfig()
File "./shared/material.py", line 950, in _updateShaderConfig
bump = self._shaderConfig['bump'] and self.supportsBump()
File "./shared/material.py", line 845, in supportsBump
if self.shaderObj and result:
File "./shared/material.py", line 1010, in shaderObj
return self.getShaderObj()
File "./shared/material.py", line 1006, in getShaderObj
return shader.getShader(shaderPath, self.shaderDefines)
File "./lib/shader.py", line 515, in getShader
shader = Shader(path, defines)
File "./lib/shader.py", line 306, in init
self.initShader()
File "./lib/shader.py", line 433, in initShader
self.updateUniforms()
File "./lib/shader.py", line 455, in updateUniforms
for uniform in self.getUniforms():
File "./lib/shader.py", line 449, in getUniforms
uniform.update(self.shaderId)
File "./lib/shader.py", line 134, in update
self.glquery(pgm, self.index, values)
File "/usr/lib/python2.7/dist-packages/OpenGL/platform/baseplatform.py", line 379, in call
return self( *args, **named )
File "/usr/lib/python2.7/dist-packages/OpenGL/logs.py", line 74, in call
return function( *args, **named )
File "/usr/lib/python2.7/dist-packages/OpenGL/error.py", line 208, in glCheckError
baseOperation = baseOperation,
GLError: GLError(
err = 1282,
description = 'invalid operation',
baseOperation = glGetUniformfv,
cArguments = (1L, 3, array([ 0.], dtype=float32))
)
glDeleteShader( 2L )
glDeleteShader( 3L )
glDeleteProgram( 1L )


Related issues

Related to MakeHuman - Bug #1061: Debug opengl failure Fix exists, needs testing 09/15/2016
Related to MakeHuman - Bug #1199: Error logs containing opengl failures New 07/23/2017

History

#1 Updated by Rob Baer almost 2 years ago

Starting with makehuman --debugopengl is enough to hang the startup before completing the splash screen.

Starting with no flag and start up completes normally.

#2 Updated by Aranuvir # almost 2 years ago

  • Related to Bug #1061: Debug opengl failure added

#3 Updated by Aranuvir # almost 2 years ago

Not sure if this more an extension or a duplicate of #1061?

#4 Updated by Rob Baer almost 2 years ago

I don't understand much about openGL. #1061 is a visual phenomenon, and this issue (#1144) is documented, potentially actionable log info. They may be the same thing, but I can't tell. The good news is that the release candidate starts when the debug switch is in the off position. It seemed to deserve its own issue when a release candidate doesn't start because you activate a debug switch.

More than anything, I'm hoping Jonas can make some sense of this for us.

Go ahead and close this if you are clear that this is just #1061, but note the start-up fail with the debug switch activated on that issue.

#5 Updated by Rob Baer almost 2 years ago

Windows 10 Release v1.1.1 and its HG equivalent stable r2128 (2d119491670c)

Implied in the discussion above is that this might relate to the #1061 problems on Linux. To get some support for this I thought it wise to try the startup of current release with opengl flags --debugopengl --fullloggingopengl --debugnumpy on the Windows side. The program starts to full running status, and there are no warning level or error level messages in the log for both the build and its HG equivalent.

Well no openGL exception related warnings, but:
The build but not mercurial version contains the future warning

E:\MH-1.1.1Almost\OpenGL\GL\VERSION\GL_2_0.py:374: FutureWarning: comparison to `None` will result in an elementwise object comparison in the future.

The mercurial version (but not the build) contains the long-present warnings

Problem loading binary mesh: ('compiled file missing: %s', u'data/3dobjs/base.npz')
Problem loading binary proxy: ('compiled proxy file missing: %s', u'data/eyes/high-poly/high-poly.mhpxy')
Problem loading binary mesh: ('compiled file missing: %s', u'E:/makehuman-hg/makehuman/data/eyes/high-poly/high-poly.npz')

#6 Updated by Joel Palmius almost 2 years ago

  • Target version changed from MakeHuman 1.1.1 to MakeHuman 1.1.2

#7 Updated by Rob Baer over 1 year ago

  • Related to Bug #1199: Error logs containing opengl failures added

Also available in: Atom