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Author Topic: Binaries for 0.8.x test thread  (Read 466436 times)
Gig
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« Reply #250 on: December 11, 2011, 04:09:32 AM »

I thought that glsl support was something "more" to be used in future versions of the game (e.g. oa3 style reboot or new mods).

Where is it used in 088? I have not been able to test it also because I don't know enough about it: I have not exactly understood what it is... something similar to cell shading?

And I was not aware it may represent a compatibily problem before reading a post here yesterday...

PS: is it enabled/disabled by a cvar?

PPS: glsl water effect in the video linked here looks nice...
« Last Edit: December 11, 2011, 04:59:31 AM by Gig » Logged

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Hitchhiker
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« Reply #251 on: December 11, 2011, 06:01:48 AM »

hi,
the GLSL support should not break compatibility but, maybe I'm missing some info here? If the engine compiles, default value of r_ext_vertex_shader is set to be 0 (off). Any map shader that uses glsl, would have its glsl commands be ignored if they are added with leading escape sequence '//GLSL'.
As far I was able to see any glsl related code in the engine should never execute if detection of glsl capabilities fails at engine start.
If you find there could be a problem with glsl please let me know and I will look into it.
It does seem the glsl support was added a bit too late for the 0.88 to take advantage of it. And, for the proper testing, I imagine I should send few working glsl programs as it should demistify the usage of glsl programs in shaders (I'll start a thread in maps forum to ask for anyone interested in working together to implement glsl stages to the shaders). Sorry for getting off topic ..
For the engine and any eventual problems, please let me know..
Cheers
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Gig
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« Reply #252 on: December 11, 2011, 06:15:18 AM »

So, the command to enable glsl is "r_ext_vertex_shader 1"? Just tried it, and the game crashes on my machine (windows xp, 088 patch + executables 25):

Quote
----- R_Init -----
SDL using driver "directx"
Initializing OpenGL display
Estimated display aspect: 1.250
...setting mode 4: 800 600
Using 8/8/8 Color bits, 24 depth, 0 stencil display.
Available modes: '720x576 1280x1024 320x240 400x300 512x384 640x480 800x600 1024x768 1152x864 1280x960 720x480 320x200 640x400 1280x800 800x480 1280x768 848x480 1280x720'
GL_RENDERER: Radeon X1600/X1650 Series
Initializing OpenGL extensions
...ignoring GL_EXT_texture_compression_s3tc
...GL_S3_s3tc not found
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...using GL_EXT_texture_filter_anisotropic (max: 16)
...using GL_ARB_vertex_shader

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon X1600/X1650 Series
GL_VERSION: 2.1.8545 Release
GL_EXTENSIONS: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex 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_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_compression 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_transpose_matrix 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_EXT_abgr GL_EXT_bgra 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_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters 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_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_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 4, 800 x 600 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
glsl programs: enabled
Initializing Programs
Error:
Fragment shader(s) failed to link,  vertex shader(s) linked.
Fragment Shader not supported by HWWARNING: built-in varying gl_TexCoord [2] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [3] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [4] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [5] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [6] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [7] has mismatched access semantics between the vertex and fragment shader
ERROR: Varying gl_TexCoord[2] read in fragment shader, but not written to in vertex shader.
ERROR: Varying gl_TexCoord[3] read in fragment shader, but not written to in vertex shader.
ERROR: Varying gl_TexCoord[4] read in fragment shader, but not written to in vertex shader.
ERROR: Varying gl_TexCoord[5] read in fragment shader, but not written to in vertex shader.
ERROR: Varying gl_TexCoord[6] read in fragment shader, but not written to in vertex shader.
ERROR: Varying gl_TexCoord[7] read in fragment shader, but not written to in vertex shader.
 
********************
ERROR: Couldn't link shaders for program generic
********************
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon X1600/X1650 Series
GL_VERSION: 2.1.8545 Release
GL_EXTENSIONS: GL_AMD_performance_monitor GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex 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_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_compression 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_transpose_matrix 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_EXT_abgr GL_EXT_bgra 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_texture GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters 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_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_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_KTX_buffer_region GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_TEXTURE_UNITS_ARB: 8

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(0-bits)
MODE: 4, 800 x 600 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
glsl programs: enabled
Initializing Programs
Error:
Fragment shader(s) failed to link,  vertex shader(s) linked.
Fragment Shader not supported by HWWARNING: built-in varying gl_TexCoord [2] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [3] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [4] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [5] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [6] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [7] has mismatched access semantics between the vertex and fragment shader
ERROR: Varying gl_TexCoord[2] read in fragment shader, but not written to in vertex shader.
ERROR: Varying gl_TexCoord[3] read in fragment shader, but not written to in vertex shader.
ERROR: Varying gl_TexCoord[4] read in fragment shader, but not written to in vertex shader.
ERROR: Varying gl_TexCoord[5] read in fragment shader, but not written to in vertex shader.
ERROR: Varying gl_TexCoord[6] read in fragment shader, but not written to in vertex shader.
ERROR: Varying gl_TexCoord[7] read in fragment shader, but not written to in vertex shader.
 
----- Client Shutdown (recursive error after: Couldn't link shaders for program generic) -----
RE_Shutdown( 1 )
-----------------------

I've had to edit q3config.cfg to disable it, then.
« Last Edit: December 11, 2011, 06:28:58 AM by Gig » Logged

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Hitchhiker
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« Reply #253 on: December 11, 2011, 09:17:48 AM »

I'll try to understand why this happens .. btw, when you started OA after the crash, did it ask you to start in Safe mode?  there should be (unless my last diff didnt include it) automatic disabling of this cvar if OA fails to start and you start it in safe mode.
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Gig
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« Reply #254 on: December 11, 2011, 09:25:55 AM »

Yes, it asked to me to use safe video settings. But I preferred to manually edit q3config.cfg to disable that single variable instead of resetting all video settings.
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Hitchhiker
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« Reply #255 on: December 11, 2011, 09:54:30 AM »

not much came up searching on the net.. there is this error reported with ATI cards but on Linux.
I might have questions and things for you to try (if you have the time and feel like it).. Should I maybe start a new thread about this not to clog this one?
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sago007
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« Reply #256 on: December 11, 2011, 10:17:04 AM »

Mine stopped working because the glsl-files was missing. Perhaps a check to see if the files are there before enabling glsl will solve the problem.
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« Reply #257 on: December 11, 2011, 10:47:29 AM »

I can add this check. I'm thinking of adding few lines that would disable altogether the glsl feature if one glsl program fails to compile. I've added few lines to tr_shader.c that outputs more info regarding the glsl compilation - hoping this would make debuging easier. I'll make a diff and post it here.
btw, I see in the source that OA outputs more info for developer using 'Printf(PRINT_DEVELOPER,...' - is this output enabled by a cvar? Do you know how this works? might be useful to have this developer info from Gig's machine.


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grey matter
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« Reply #258 on: December 11, 2011, 11:48:24 AM »

I see in the source that OA outputs more info for developer using 'Printf(PRINT_DEVELOPER,...' - is this output enabled by a cvar? Do you know how this works?

Code:
set developer "1"
Either in console or config.
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Hitchhiker
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« Reply #259 on: December 11, 2011, 03:10:41 PM »

Thanks grey matter!

@Sago007, here attached are the latest source files I have as well as glsl folder with programs (to replace existing one).
 
In this diff I removed the loading of generic programs altogether as I think the error Gig is receiving might be due to linked programs - not sure but is something to test.

@Gig, Once this diff included and binaries available, we should try debugging a bit (i.e. start the game, enable vertexShaders and try loading a postprocessing program - see if that works as it is composed only of a single vertex and single fragment glsl program. one would load this program using r_postprocess cvar - i.e. r_postprocess color1). The error you report is strange as at no point, as far as I can see, does the fragment shader read these TexCoord variables..

Thank you all!
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Gig
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« Reply #260 on: December 11, 2011, 06:37:37 PM »

What I can say:
- I don't know if my card supports glsl or not. If not, I suppose the engine should detect it and report an error in console, but not crashing/shutting down the game. What is supposed OA to do in this case? Update: I read in Hitch's previous post that glsl code should be ignored in that case.
- Missing glsl files? But Fromhell said they were inside the 088 patch... and I did the test with 088! Does it mean some files should be outside the pk3 or what? Undecided Is there a list of files needed by glsl?
- I will try to post some debug infos.
- Am I the only one with the game crashing with r_ext_vertex_shader 1? Neon? Others?
« Last Edit: December 11, 2011, 07:50:20 PM by Gig » Logged

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« Reply #261 on: December 11, 2011, 06:40:34 PM »

Cards that support GLSL are cards that at least support Pixel Shader 2.0 (GeforceFX, Radeon9500)

My game doesn't crash with r_ext_vertex_shader 1 because I have the patch pk3 in there with the glsl files necessary.
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Gig
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« Reply #262 on: December 11, 2011, 06:57:02 PM »

My game doesn't crash with r_ext_vertex_shader 1 because I have the patch pk3 in there with the glsl files necessary.

Uh? I do have 088 rc1 patch. What else patch pk3 are you talking about?
Anyway, the engine (momentarily) auto-disabling the effect in case it does not find needed files is important, to prevent crashes each time one will connect to a 081 or 085 pure server (where new pk3s would be ignored).
« Last Edit: December 12, 2011, 06:25:01 AM by Gig » Logged

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Gig
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« Reply #263 on: December 12, 2011, 06:03:31 AM »

Some other tests done. The game crashes after a /vid_restart (or doing something that triggers it, like switching from windowed mode to fullscreen).
If I launch OpenArena, set r_ext_vertex_shader 1 and then load a map, it loads without crashing (although I cannot notice any difference from standard game! E.g. the water seems the old, classic water.). Even if I set "r_postprocess color1" and load another map, it does not crash (although I still cannot notice any difference). It crashes if I do a /vid_restart.

Attaching here a log taken with "/developer 1" enabled. Again, executables version 25, Windows XP, OpenArena 088 RC1. (I had to attach it because it was over the maximum characters limit for a post).

An interesting thing I noticed - but probably totally unrelated with the crash - is that the program cannot find some files that it searches for by using an absolute path instead of relative path.
You can see that my OA installation folder is under X:\OpenArena\OpenArena-0.8.alien and my homepath folder is under c:\documents and settings\user\Dati applicazioni\OpenArena. That's ok.
Instead, those paths appearing as D:\svnthis\oa\... and E:\projects\oa\.... (that appear in some lines about images not found) are absolutely not related with my system! Maybe they refer to Fromhell's or Sago's, or Udi's system? Or well, to the system of whoever is the author of the shaders that search for those images...


« Last Edit: December 12, 2011, 07:30:29 AM by Gig » Logged

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« Reply #264 on: December 12, 2011, 07:42:39 AM »

An interesting thing I noticed - but probably totally unrelated with the crash - is that the program cannot find some files that it searches for by using an absolute path instead of relative path.

The md3 files have those, grepping results:

E:\projects
models/misc/telep.md3
models/players/sarge/head.md3
models/weaphits/ring02.md3

D:\svnthis
models/players/gargoyle/head.md3
models/players/gargoyle/head_1.md3
models/players/gargoyle/head_2.md3
models/players/gargoyle/lower_1.md3
models/players/gargoyle/lower_2.md3
models/players/gargoyle/upper.md3
models/players/gargoyle/upper_1.md3
models/players/gargoyle/upper_2.md3
models/players/sarge/head_1.md3
models/players/sarge/head_2.md3

poopypants
models/weaphits/bullet.md3

rocketFlare_001
models/weaphits/boom01.md3

I don't know about modelling, but I guess those warnings can be ignored.
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« Reply #265 on: December 12, 2011, 08:01:45 AM »

poopypants
models/weaphits/bullet.md3

rocketFlare_001
models/weaphits/boom01.md3

Shader remapping in cgame makes those two unused

but still.......... poopy pants........... in everyone's logs........ now that's getting crap past the radar Tongue

I should mention there's a tool on the Darkplaces files folder that's intended to alter the strings in MD3 files. That'll be a good start
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Hitchhiker
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« Reply #266 on: December 12, 2011, 12:06:22 PM »

What I can say:
- I don't know if my card supports glsl or not. If not, I suppose the engine should detect it and report an error in console, but not crashing/shutting down the game. What is supposed OA to do in this case? Update: I read in Hitch's previous post that glsl code should be ignored in that case.
- Missing glsl files? But Fromhell said they were inside the 088 patch... and I did the test with 088! Does it mean some files should be outside the pk3 or what? Undecided Is there a list of files needed by glsl?
hi Gig,
you card does support glsl (there are 4 ARB extensions needed and they are present on your video card). It is possible that there is a call to glsl OpenGL functions even if the glsl support is not present on the video card - I will double check this. I am noobie when it comes to Q3 engine and cant really say much about the ok3 files - from what I understood is that you need to run an un-pure server for OA to look outside pk3 files. And finally, for the list of glsl files, the last diff I've sent will make OA not look for any glsl files at startup time - it will try to load glsl files only if either they are requested by postprocessing program or by a OA shader (by default & at the moment neither use glsl programs - so no files needed).
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Hitchhiker
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« Reply #267 on: December 12, 2011, 12:11:21 PM »

Anyway, the engine (momentarily) auto-disabling the effect in case it does not find needed files is important, to prevent crashes each time one will connect to a 081 or 085 pure server (where new pk3s would be ignored).

the engine usually displays a message gracefully if it fails to compile the glsl program. For glsl program to be loaded and compiled the map that the server runs needs to request a specific glsl program (and none of 081 or 085 map will not do so).
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Hitchhiker
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« Reply #268 on: December 12, 2011, 12:36:49 PM »

Some other tests done. The game crashes after a /vid_restart (or doing something that triggers it, like switching from windowed mode to fullscreen).
If I launch OpenArena, set r_ext_vertex_shader 1 and then load a map, it loads without crashing (although I cannot notice any difference from standard game! E.g. the water seems the old, classic water.). Even if I set "r_postprocess color1" and load another map, it does not crash (although I still cannot notice any difference). It crashes if I do a /vid_restart.
Thanks for the verbose log file.
after changing the r_ext_vertex_shader to 1  the glsl will kick in only after you do vid_restart. looking at the log file you've sent it is clear the glsl files are present and loaded - the whole thing fails at compile time. I am trying to compare supported ARB extensions on you video card and mine to fine possibly an extension that is required but not tested for in the engine. Next step would be to test with engine containing my last diff file - that might prove that the problem comes from 'generic' glsl program being composed of two fragment shaders. Anyways, I'm going to double check  all the glsl related calls to make sure they are executed only if a) glsl support exists on the video card and b) all programs compiled without errors or warnings.
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« Reply #269 on: December 12, 2011, 12:52:59 PM »

p.s. for water, on Hydronex map, to be drawn using glsl program; the OA shader 'textures/liquids/hydrowater' located in liquid_water.shader file in pak0.pk3's 'scripts' folder would need to be modified to include commands that actually tell OA to load glsl program called 'water' and use it when rendering 'textures/liquids/hydrowater' shaded surfaces.
So if I've understood the protocol version and compatibility concerns well, then that would be the actual issue which would break the compatibility with 081 and 085. Please correct me if I'm wrong but as long the 'glsl' programs folder is kept in 088 patch pk3, the 088 should without problems connect to the 081 or 085 servers. The last diff I did, no glsl files are needed to start the engine - so probably the protocol number can now stay the same?
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« Reply #270 on: December 12, 2011, 02:55:00 PM »

-26:
http://files.poulsander.com/~poul19/public_files/oa/dev081/openarena-engine-bin-0.8.x-26.zip
http://files.poulsander.com/~poul19/public_files/oa/dev081/openarena-engine-source-0.8.x-26.tar.bz2

Works on 0.8.5 for me even with r_ext_vertex_shader on.

I forgot r_bloom_cascade default to 0
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« Reply #271 on: December 12, 2011, 04:39:04 PM »

building…
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jackoverfull
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« Reply #272 on: December 12, 2011, 05:14:30 PM »

Here we go: 26 OS X binary… Wink

http://www.jackoverfull.com/tmp/OAMac088r26.zip

I've included all the (3) files that has to be changed in order to build it on OSX, please merge them in the sources. There are just a few OS X or PPC specifics edits, nothing drastic.
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Gig
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« Reply #273 on: December 12, 2011, 06:18:03 PM »

I will try with version 26 as soon as I can. But I'm extremely busy with real life in these days, and probably (unless I somehow find 10 minutes tuesday morning) will not be able to do the test before thursday evening.

But I haven't understood yet where/what I have to look at to understand if glsl is really working or not... Did you say that no current map contains a glsl effect? Do you have a "glsl test map"?
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I never want to be aggressive, offensive or ironic with my posts. If you find something offending in my posts, read them again searching for a different mood there. If you still see something bad with them, please ask me infos. I can be wrong at times, but I never want to upset anyone.
fromhell
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« Reply #274 on: December 12, 2011, 06:26:20 PM »

just try r_postprocess edges
vid_restart
check out edges

also try r_postprocess egafilter
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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