OS X USERS: Nexuiz 2.4.2 HEADS UP

Developer discussion of experimental fixes, changes, and improvements.

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Postby esteel » Sat May 17, 2008 8:48 am

iSuck wrote:What about the untextured playermodels? I just have black, shadeless models running around.

WHEN? In 2.4.2 in general or only if you enable r_glsl? Its not really clear from your text. Which system/graphic card do you have?
Like that would be some of the problems we want to avoid and that would mean r_glsl should still be 0 for mac maybe..
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Postby divVerent » Sat May 17, 2008 1:54 pm

iSuck: if r_glsl 1 causes untextured player models, it probably is a compile error in some but not all glsl permutations.

To help us, do the following:

]log_file glsl-report.txt
]developer 1
]r_glsl_restart
]log_file ""

and post the log messages (Finder: Go to... "~/.nexuiz/data" and put the file glsl-report.txt online somewhere).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby iSuck » Sat May 17, 2008 10:29 pm

Sorry for not being specific.
Black models only occur with r_glsl on, I thought that was well a well known bug on mac already. I'll make that log file now...

Macbook, 2ghz intel core 2 duo, Intel GMA950 64mb (I will destroy intel for that card), 1gb RAM


====== Log started (Sat May 17 17:30:23 2008) ======
]developer 1
]r_glsl_restart
]log_file ""
====== Log stopped (Sat May 17 17:30:44 2008) ======

====== Log started (Sat May 17 17:32:49 2008) ======
]developer 1
]r_glsl_restart
GLSL shader glsl/default.glsl depth/shadow compiled.
program link log:
WARNING: Vertex shader writes varying 'EyeVector' which is not read by fragment shader.

GLSL shader glsl/default.glsl lightmap compiled.
program link log:
WARNING: Vertex shader writes varying 'EyeVector' which is not read by fragment shader.

GLSL shader glsl/default.glsl lightmap glow compiled.
program link log:
WARNING: Vertex shader writes varying 'EyeVector' which is not read by fragment shader.

GLSL shader glsl/default.glsl lightdirection diffuse colormapping glow compiled.
program link log:
WARNING: Vertex shader writes varying 'EyeVector' which is not read by fragment shader.

GLSL shader glsl/default.glsl lightdirection diffuse glow compiled.
program link log:
WARNING: Vertex shader writes varying 'EyeVector' which is not read by fragment shader.

GLSL shader glsl/default.glsl lightdirection diffuse compiled.
program link log:
WARNING: Vertex shader writes varying 'EyeVector' which is not read by fragment shader.

GLSL shader glsl/default.glsl lightdirection diffuse colormapping compiled.
GLSL shader glsl/default.glsl generic compiled.
GLSL shader glsl/default.glsl generic diffuse compiled.
]log_file ""
====== Log stopped (Sat May 17 17:33:07 2008) ======


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Postby pavlvs327 » Sun May 18, 2008 7:01 pm

My 2.1GHz G5 with ATI X600 XT does this too, but I thought it was because the card doesn't support OpenGL....
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Postby LordHavoc » Mon May 19, 2008 7:16 am

iSuck wrote:Sorry for not being specific.
Black models only occur with r_glsl on, I thought that was well a well known bug on mac already. I'll make that log file now...

Macbook, 2ghz intel core 2 duo, Intel GMA950 64mb (I will destroy intel for that card), 1gb RAM


There are no errors in the log provided, so whatever is going wrong is either not a shader compile error, or is not being recognized by the shader compiler as an actual error case.

This error has been reported before by Willis but for him it supposedly went away when the texture matrix issue was resolved.

It would be very valuable to know which cards are affected (like whether it happens on NVIDIA or ATI at all), and if there are any other special circumstances.

Something to try:
r_depthfirst 0 in the console (or set the Depth First slider in the Video menu to Disabled)
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Postby LordHavoc » Mon May 19, 2008 7:21 am

pavlvs327 wrote:My 2.1GHz G5 with ATI X600 XT does this too, but I thought it was because the card doesn't support OpenGL....


Not support OpenGL? ATI hasn't made any consumer graphics chips without OpenGL support since 1997 or so. (a few 2D-only server chips however)

Furthermore, Mac OS X guarantees OpenGL support - the entire desktop is rendered with it.
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Postby Hyside » Thu May 22, 2008 1:45 pm

I haven't had any errors at all so far, everything runs fine.
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Postby HarryButt » Tue Aug 19, 2008 11:14 pm

:!: By the way, since the rotating texture/HUD bug is gone you can enable OpenGL 2.0 as default without resetting it every time on startup, amiright?
Just another hint for the next version...
I'M BATMAN!
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Postby torus » Tue Aug 19, 2008 11:38 pm

That's the idea, Harry
Image
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Postby esteel » Thu Aug 28, 2008 10:03 am

Its already removed in svn..
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