Having added that water texture, I can now load into the world without shaders and without distant land, without issue.
Enabling shaders and attempting the same results in this:
MGE XE 0.8.19
>> CreateD3DWrapper
-- CreateD3DWrapper calling Direct3DCreate9
<< CreateD3DWrapper
>> D3D Proxy CreateDevice
-- D3D Proxy Factory OK
<< D3D Proxy CreateDevice
>> CreateInputWrapper
<< CreateInputWrapper
-- Proxy Keyboard OK
-- Proxy Mouse OK
-- Proxy Mouse OK
>> HUD init
-- Proxy Mouse OK
>> Distant Land init
>> Distant Land init shader
-- Shader compiled OK
-- Shadow map shader compiled OK
-- Depth shader compiled OK
>> Distant Land init post shaders
>> Post Process shader init
-- Post shader Data Files\shaders\XEshaders\SSAO HQ.fx loaded
-- Post shader Data Files\shaders\XEshaders\Depth of Field.fx loaded
-- Post shader Data Files\shaders\XEshaders\Sunshafts.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Underwater Interior Effects.fx loaded
-- Post shader Data Files\shaders\XEshaders\Bloom Soft.fx loaded
-- Post shader Data Files\shaders\XEshaders\HDR.fx loaded
-- Shader chain indicates HDR On
<< Post Process shader init
>> Distant Land init depth
>> Distant Land init shadow
>> Distant Land init water
>> Distant Land init world
>> Landscape Load
!! Could not load world texture for distant land
-- HUD release
I would note that I do not have distant lands turned on, as I have not successfully generated them. I would not expect that they should be loaded, then.
I wonder if this might occur either on account of the shaders requiring them, or perhaps because distant lands have been partially (and incompletely) generated.
I am uncertain as to both which versions of .net I have installed and which I need. If this would suffice, it may be of help in determining either,
.net x86) http://i.imgur.com/rQyGx.png
.net x64) http://i.imgur.com/a39Fr.png
I have run all of my outstanding Windows updates. This seemed to include a number of security fixes for .net, though I'm unsure beyond that.
I still seem to be receiving an identical error when attempting to generate distant land:
System.EntryPointNotFoundException: Unable to find an entry point named 'GetCompressedVertSize' in DLL 'MGE3/MGEfuncs.dll'.
at MGEgui.NativeMethods.GetCompressedVertSize()
at MGEgui.DistantLand.DistantLandForm.workerCreateStatics(Object sender, DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.OnDoWork(DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)
Thanks again.