Building in Linux on this hardware, then running the built binary gives this:
./vdrift
INFO: Multi-processor system detected. Run with -multithreaded argument to enable multithreading (EXPERIMENTAL).
INFO: Starting VDrift: development-full, Version: 2990, O/S: Unix-like
INFO: Home directory: /home/jmoore
INFO: Settings file: /home/jmoore/.vdrift/VDrift.config (does not exist, will be created)
INFO: Data directory: /usr/local/share/games/vdrift/data
DATA_DIR: /usr/local/share/games/vdrift/data
INFO: Log file: /home/jmoore/.vdrift/log.txt
ERROR: Failed to load /home/jmoore/.vdrift/VDrift.config
INFO: SDL initialization successful
INFO: SDL video query was successful
INFO: Disabling antialiasing
INFO: Display change was successful: 800x600x16 24z fullscreen=0
ERROR: You don't have an NVIDIA or ATI/AMD card. This game may not run correctly or at all.
INFO: Video card information:
Vendor: Tungsten Graphics, Inc
Renderer: Mesa DRI Intel® 945G GEM 20100330 DEVELOPMENT x86/MMX/SSE2
Version: 1.4 Mesa 7.9-devel
Maximum texture size: 2048
Maximum varying floats: 32
Using GLEW 1.5.2
INFO: Your video card doesn't support framebuffer objects. Disabling shaders.
ERROR: Unable to open graphics config file: /usr/local/share/games/vdrift/data/shaders/render.conf.noshaders
ERROR: Error loading non-shader render configuration file: /usr/local/share/games/vdrift/data/shaders/render.conf.noshaders
vdrift: src/graphics.cpp:704: void GRAPHICS_SDLGL:
isableShaders(const std:
tring&, std::ostream&): Assertion `0' failed.
SIGABRT detected, releasing the mouse
Aborted
It looks like it's the failed graphics config Load in this portion of graphics.cpp:
void GRAPHICS_SDLGL:
isableShaders(const std:
tring & shaderpath, std::ostream
& error_output)
{
shadermap.clear();
using_shaders = false;
shadows = false;
if (GLEW_ARB_shading_language_100)
{
glUseProgramObjectARB(0);
}
// load non-shader configuration
config = GRAPHICS_CONFIG();
std:
tring rcpath = shaderpath+"/render.conf.noshaders";
if (!config.Load(rcpath, error_output))
{
error_output << "Error loading non-shader render configuration file: " << rcpath << std::endl;
// uh oh, now we're really boned
assert(0);
}
render_outputs["framebuffer"].RenderToFramebuffer();
}
I'll have to look deeper into the Load function to see where exactly this goes...
J M