Image offset, mouse misses the buttons

Asked by Rinat

After running Stellarium, upstairs there is a black stripe. Below the image is lacking and seen half the buttons. The mouse does not fall on the buttons, it is necessary to press highly than necessary.
Forgive my bad English.

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Stellarium Edit question
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gzotti
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gzotti (georg-zotti) said :
#1

Version, Operating system, hardware? Logfile?

Revision history for this message
Rinat (rinategya) said :
#2

Notebook Asus F80S.
Log:
2014-10-25T14:18:53
Windows 7
Compiled using MSVC++ 12.0 (Visual Studio 2013)
Qt runtime version: 5.3.2
Qt compilation version: 5.3.2
Addressing mode: 64-bit
Total memory: 2047 MB (unreliable)
Total virtual memory: 8388607 MB (unreliable)
Physical memory in use: 61%
Processor speed: 2199 MHz
Processor name: Intel(R) Core(TM)2 Duo CPU T5900 @ 2.20GHz
Processor speed: 2199 MHz
Processor name: Intel(R) Core(TM)2 Duo CPU T5900 @ 2.20GHz
C:\Program Files\Stellarium\stellarium.exe --dump-opengl-details
 -------------------------------------------------------
[ This is Stellarium 0.13.1 - http://www.stellarium.org ]
[ Copyright (C) 2000-2014 Fabien Chereau et al ]
 -------------------------------------------------------
Writing log file to: "C:\Users\Я\AppData\Roaming\Stellarium\log.txt"
File search paths:
  0 . "C:\Users\Я\AppData\Roaming\Stellarium"
  1 . "."
Config file is: "C:\Users\Я\AppData\Roaming\Stellarium\config.ini"
OpenGL versions supported: "1.1, 1.2, 1.3, 1.4, 1.5, 2.0, 2.1"
Driver version string: "2.1.8918"
GL vendor is "ATI Technologies Inc."
GL renderer is "ATI Mobility Radeon HD 3470 "
GL Shading Language version is "1.40"
initializeOpenGLFunctions()...
OpenGL Features:
 - glActiveTexture() function is available.
 - Shader functions are available.
 - Vertex and index buffer functions are available.
 - Framebuffer object functions are available.
 - glBlendColor() is available.
 - glBlendEquation() is available.
 - glBlendEquationSeparate() is available.
 - glBlendFuncSeparate() is available.
 - Blend subtract mode is available.
 - Compressed texture functions are available.
 - glSampleCoverage() function is available.
 - Separate stencil functions are available.
 - Non power of two textures are available.
 - Non power of two textures can use GL_REPEAT as wrap parameter.
 - The fixed function pipeline is available.
OpenGL shader capabilities and details:
 - Vertex Shader: YES
 - Fragment Shader: YES
 - Geometry Shader: NO
 - TessellationControl Shader: NO
 - TessellationEvaluation Shader: NO
 - Compute Shader: NO
We have 137 OpenGL extensions:
 - "GL_AMD_draw_buffers_blend"
 - "GL_AMD_performance_monitor"
 - "GL_ARB_color_buffer_float"
 - "GL_ARB_copy_buffer"
 - "GL_ARB_depth_buffer_float"
 - "GL_ARB_depth_texture"
 - "GL_ARB_draw_buffers"
 - "GL_ARB_draw_buffers_blend"
 - "GL_ARB_draw_instanced"
 - "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_half_float_pixel"
 - "GL_ARB_half_float_vertex"
 - "GL_ARB_instanced_arrays"
 - "GL_ARB_map_buffer_range"
 - "GL_ARB_multisample"
 - "GL_ARB_multitexture"
 - "GL_ARB_occlusion_query"
 - "GL_ARB_pixel_buffer_object"
 - "GL_ARB_point_parameters"
 - "GL_ARB_point_sprite"
 - "GL_ARB_provoking_vertex"
 - "GL_ARB_shader_objects"
 - "GL_ARB_shader_texture_lod"
 - "GL_ARB_shading_language_100"
 - "GL_ARB_shadow"
 - "GL_ARB_shadow_ambient"
 - "GL_ARB_texture_border_clamp"
 - "GL_ARB_texture_buffer_object"
 - "GL_ARB_texture_compression"
 - "GL_ARB_texture_compression_rgtc"
 - "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_snorm"
 - "GL_ARB_transpose_matrix"
 - "GL_ARB_uniform_buffer_object"
 - "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_envmap_bumpmap"
 - "GL_ATI_fragment_shader"
 - "GL_ATI_meminfo"
 - "GL_ATI_separate_stencil"
 - "GL_ATI_texture_compression_3dc"
 - "GL_ATI_texture_env_combine3"
 - "GL_ATI_texture_float"
 - "GL_ATI_texture_mirror_once"
 - "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_copy_buffer"
 - "GL_EXT_copy_texture"
 - "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_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_specular_color"
 - "GL_EXT_shadow_funcs"
 - "GL_EXT_stencil_wrap"
 - "GL_EXT_subtexture"
 - "GL_EXT_texgen_reflection"
 - "GL_EXT_texture3D"
 - "GL_EXT_texture_array"
 - "GL_EXT_texture_buffer_object"
 - "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_add"
 - "GL_EXT_texture_env_combine"
 - "GL_EXT_texture_env_dot3"
 - "GL_EXT_texture_filter_anisotropic"
 - "GL_EXT_texture_integer"
 - "GL_EXT_texture_lod"
 - "GL_EXT_texture_lod_bias"
 - "GL_EXT_texture_mirror_clamp"
 - "GL_EXT_texture_object"
 - "GL_EXT_texture_rectangle"
 - "GL_EXT_texture_sRGB"
 - "GL_EXT_texture_shared_exponent"
 - "GL_EXT_texture_snorm"
 - "GL_EXT_texture_swizzle"
 - "GL_EXT_transform_feedback"
 - "GL_EXT_vertex_array"
 - "GL_EXT_vertex_array_bgra"
 - "GL_IBM_texture_mirrored_repeat"
 - "GL_KTX_buffer_region"
 - "GL_NV_blend_square"
 - "GL_NV_conditional_render"
 - "GL_NV_copy_depth_to_color"
 - "GL_NV_explicit_multisample"
 - "GL_NV_primitive_restart"
 - "GL_NV_texgen_reflection"
 - "GL_SGIS_generate_mipmap"
 - "GL_SGIS_texture_edge_clamp"
 - "GL_SGIS_texture_lod"
 - "GL_SUN_multi_draw_arrays"
 - "GL_WIN_swap_hint"
 - "WGL_EXT_swap_control"
QWindowsGLContext::getProcAddress: Unable to resolve 'glProgramParameteri'
glProgramParameteri cannot be resolved here. BAD!
Cache directory is: "C:\Users\Я\AppData\Local\stellarium\stellarium\cache"
Sky language is "ru_RU"
Application language is "ru_RU"
Loading Solar System data ...
Loading star data ...
"Loading ".\stars\default\stars_0_0v0_5.cat": 0_0v0_2; 4963"
"Loading ".\stars\default\stars_1_0v0_5.cat": 1_0v0_2; 21598"
"Loading ".\stars\default\stars_2_0v0_5.cat": 2_0v0_2; 150090"
"Loading ".\stars\default\stars_3_1v0_3.cat": 3_1v0_3; 428466"
Found file "C:\Users\Я\AppData\Roaming\Stellarium\stars\default\stars_4_1v0_1.cat" , checking md5sum..
Error: File "stars\default\stars_4_1v0_1.cat" is corrupt, MD5 mismatch! Found "0cee08c771a7bba06c710c24a6aa9790" expected "7a3b8b3471a755661b6d3686eb4c7cc2"
Finished loading star catalogue data, max_geodesic_level: 3
"Can't create StelObserver on planet because it is unknown. Use Earth as default."
navigation/preset_sky_time is a double - treating as jday: 2.45151e+06
"StelPainter: Warnings while linking starShader shader program:
Fragment shader(s) linked, vertex shader(s) linked.
 "
Loaded 10051 NGC records
Loading NGC name data ...
Loaded 421 / 421 NGC name records successfully
"StelPainter: Warnings while linking atmosphere shader program:
Fragment shader(s) linked, vertex shader(s) linked.
 "
Loading star names from ".\skycultures\western\star_names.fab"
Loaded 335 / 335 common star names
Loading star names from ".\stars\default\name.fab"
Loaded 4360 / 4360 scientific star names
Loading variable stars from ".\stars\default\gcvs_hip_part.dat"
Loaded 6886 / 6886 variable stars
Loaded 88 / 88 constellation records successfully for culture "western"
Loaded 85 / 85 constellation art records successfully for culture "western"
Loaded 89 / 89 constellation names
Loading constellation boundary data ...
Loaded 782 constellation boundary segments
Intializing basic GL shaders...
"StelPainter: Warnings while linking basicShaderProgram shader program:
Fragment shader(s) linked, vertex shader(s) linked.
 "
"StelPainter: Warnings while linking colorShaderProgram shader program:
Fragment shader(s) linked, vertex shader(s) linked.
 "
"StelPainter: Warnings while linking texturesShaderProgram shader program:
Fragment shader(s) linked, vertex shader(s) linked.
 "
"StelPainter: Warnings while linking texturesColorShaderProgram shader program:
Fragment shader(s) linked, vertex shader(s) linked.
 "
Creating GUI ...
Loaded plugin "Satellites"
Satellites: loading catalog file: "C:\Users\Я\AppData\Roaming\Stellarium\modules\Satellites\satellites.json"
Unable to find module called "TimeZoneConfiguration"
Loaded plugin "TimeZoneConfiguration"
QWindowsGLContext::getProcAddress: Unable to resolve 'glProgramParameteri'
QWindowsGLContext::getProcAddress: Unable to resolve 'glProgramParameteri'
QWindowsGLContext::getProcAddress: Unable to resolve 'glProgramParameteri'
QWindowsGLContext::getProcAddress: Unable to resolve 'glProgramParameteri'
QWindowsGLContext::getProcAddress: Unable to resolve 'glProgramParameteri'
Intializing planets GL shaders...
"StelPainter: Warnings while linking planetShaderProgram shader program:
Fragment shader(s) linked, vertex shader(s) linked.
 "
"StelPainter: Warnings while linking ringPlanetShaderProgram shader program:
Fragment shader(s) linked, vertex shader(s) linked.
 "
"StelPainter: Warnings while linking moonPlanetShaderProgram shader program:
Fragment shader(s) linked, vertex shader(s) linked.
 "
Unloaded plugin "TimeZoneConfiguration"
Unloaded plugin "Satellites"
Downloaded 1 files (0 kbytes) in a session of 127.006 sec (average of 0 kB/s + 0 files from cache (0 kB)).

Revision history for this message
Best gzotti (georg-zotti) said :
#3

There is an error concerning an unresolved OpenGL function which is known to cause other troubles.
The ANGLE version may work here.
G.

Revision history for this message
Rinat (rinategya) said :
#5

Thanks gzotti, that solved my question.