[SOLVED] IL2 1946 SetPixelFormat issue.

  • Posts: 4
5 years 6 months ago #1 by BrokenGL
Hi Crosire,

Really old OpenGL engined flight simulator is failing to start with ReShade. Log indicates invalid pixel format when createcontext is called.

Game uses 32 colour bits, 24 depth bits and 8 stencil bits.

I know it's a case of diminishing returns to keep catching and creating workarounds for ancient game engines especially when it seems that ReShades goal is to be a generic framework, but this was the game I tested reshade on so here's the bug report.

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5 years 6 months ago #2 by crosire
Mind also posting the tracelog (or its part around "SetPixelFormat", which prints out some more info about the problematic format)? =)

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5 years 6 months ago - 5 years 6 months ago #3 by BrokenGL
tracelog portion...

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5 years 6 months ago - 5 years 4 months ago #4 by crosire
Any missing driver updates?

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5 years 6 months ago #5 by BrokenGL
Using an nvidia card which supports OpenGL 4.3 and drivers support 4.5.

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5 years 6 months ago #6 by crosire
Would be interesting to see if it's that particular pixel format (though I'd be surprised, the properties with which it was requested are quite standard), which is the problem or something else. Mind getting on Steam? I'd send you a build which forces a different pixel format for testing and some other small tweaks ... =)
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5 years 6 months ago #7 by BrokenGL
Added you on Steam, my name on there is Moezilla.

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5 years 5 months ago #8 by Jake53
Has there been any further development of this issue? I am encountering the same issue when trying to utilize ReShade for this title.

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5 years 5 months ago #9 by crosire
Yes, I have a fix for it, but I'm not really happy with it yet, which is why it didn't make it into 0.15.0.
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5 years 5 months ago #10 by Jake53
Alright cool, what should I look for in future change logs that will indicate the solution is included? Thanks for your efforts, and good luck with future developments. Looking forward to using ReShade in this game!

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5 years 5 months ago #11 by crosire

Jake53 wrote: Alright cool, what should I look for in future change logs that will indicate the solution is included?

I plan to have it fixed with 0.16.0. =)
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5 years 4 months ago - 5 years 4 months ago #12 by crosire
Update on this: Finally fully figured out the "why". For anybody interested: the game calls the undocumented "wglSetPixelFormat" directly, where it actually is supposed to call GDI "SetPixelFormat". This caused the context creation to fail. ReShade 0.16.0 now reroutes these illegal calls back to "SetPixelFormat" and by that fixes the issue.

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