Request for OSX commandline option testing

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Postby LordHavoc » Sat Dec 29, 2007 2:32 am

AceOfThumbs wrote:Yes, that works. Also I can manually connect to a server. I just can't get the menu graphics.


Okay, after talking to an ex-ATI person, I found out that support for GL_ARB_texture_non_power_of_two is incomplete on DX9-class hardware, more specifically GF6/7 can't do non-power-of-two 3D textures (no big deal), and ATI Radeon X600-X1900 cards can't do mipmapped or repeating non-power-of-two-textures (in other words, they can do what a GF4/GFFX can do), other cases are supposed to be software fallbacks (however it appears that they simply don't work, instead of falling back to software).

So basically we need to add a cvar for whether to upload mipmapped or repeating textures using GL_ARB_texture_non_power_of_two or not, and change the cvar default on the Radeon X600-X1900 cards to avoid issues.

Or we can just blacklist the extension itself on those cards, which is easier (and if the menu graphics are already failing, may be the only option).

Lesser cards do not offer the extension at all and thus are not an issue.
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Postby iSuck » Sat Dec 29, 2007 8:09 pm

I'm using some kind of intel GMA, and I can play with it on, with some problems. For some reason I don't have any music/sound (probably a data.pk3 problem) and I get a message that says:

GLSL shader text for "glsl/default.glsl" loaded from engine
program link log:
WARNING: Vertex shader writes varying 'EyeVector' which is not red by fragment shader.

about five times.

There are also certain models that bring me down to 2 fps, and appear transparent, with a rainbow texture on them, and make the screen really bright.
Some items have ok textures, but with strange markings on them, while others of the same model don't.

On the bright side, I get twice my normal FPS whenever I'm not looking at those models (one of which I happen to be holding).

EDIT: Never mind the sound thing, I was muted. And my fps wasn't improved, It was just because I was looking at nothing but the skybox to avoid the lag.
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Postby LordHavoc » Sun Dec 30, 2007 12:24 am

iSuck wrote:WARNING: Vertex shader writes varying 'EyeVector' which is not red by fragment shader.


This is harmless, I can fix it but most drivers don't warn about unused varying variables so I've been kind of ignoring it, I guess Apple drivers consistently warn about it.

iSuck wrote:There are also certain models that bring me down to 2 fps, and appear transparent, with a rainbow texture on them, and make the screen really bright.
Some items have ok textures, but with strange markings on them, while others of the same model don't.


Try adding -notexturenonpoweroftwo (like in the original commandline) to the commandline in your copy of the Nexuiz.app, see if this rainbow model problem goes away.
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Postby AceOfThumbs » Sun Dec 30, 2007 12:32 pm

After some further testing I notice that turning on the Open GL 2.0 shaders gives a big boost in frame rates for some maps (200fps instead of 50fps), but this sometimes gives me weird effects depending on the map and where I'm looking in the map. Sometimes the HUD graphics start to spin slowly or do an odd kind of tiling. Below are links to a couple of screen shots and the qconsole.log file:

http://t2net.com/nexuiz/gl2shaderglitch1.jpg
http://t2net.com/nexuiz/gl2shaderglitch2.jpg
http://t2net.com/nexuiz/qconsole3.log

OS 10.5.1, ATI x1900

Thanks for your efforts to correct these problems or notify Apple of their problems. It would be really great if the Mac users could enjoy faster frame rates.
So much to do, so little time to do it
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Postby LordHavoc » Sun Dec 30, 2007 10:24 pm

AceOfThumbs wrote:After some further testing I notice that turning on the Open GL 2.0 shaders gives a big boost in frame rates for some maps (200fps instead of 50fps),


Wow. GLSL is frequently a significant gain, but that is surprising.

AceOfThumbs wrote:but this sometimes gives me weird effects depending on the map and where I'm looking in the map. Sometimes the HUD graphics start to spin slowly or do an odd kind of tiling.


This is the known issue with the Apple drivers that has caused GL2.0 shaders to be off by default, it looks particularly trippy when it's affecting the bloom texture (glowing bright stuff), rotating/scrolling around the screen.

All that is known is that a texture matrix (which can cause textures to scroll around on surfaces and such - intentionally) that was activated while rendering with GL2.0 shaders, is continuing to affect things that are not rendered with GL2.0 shaders, despite the fact it was intentionally reset to not scroll/rotate/scale when done rendering surfaces.

I do not know why it is persisting, and it may take an Apple engineer to figure it out, I also do not know if it is related to GL20 shaders or not.

What I do know is that it only happens on OSX.
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Postby iSuck » Mon Dec 31, 2007 5:32 pm

Alrighty then.
I added the -notexturenonpoweroftwo to my file, and it did fix the rainbow problem and lag, but now all .zym type files and weaponmodels are all black, similarly to when I just turn on GLSL shaders. But I do get a big FPS boost.
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Postby LordHavoc » Mon Dec 31, 2007 7:13 pm

iSuck wrote:Alrighty then.
I added the -notexturenonpoweroftwo to my file, and it did fix the rainbow problem and lag, but now all .zym type files and weaponmodels are all black, similarly to when I just turn on GLSL shaders. But I do get a big FPS boost.


I'd be interested to see a log with that behavior happening - maybe I can find some warning in the GLSL shader...
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Postby Willis » Tue Jan 01, 2008 9:23 pm

http://dp.deathmask.net/log/nex_mac_glsl

OS X 10.5.1 , Geforce 7900GT

There appears to be massive z-fighting with the skybox texture. -notexturenonpoweroftwo made no difference on anything. glsl was a bit faster.

Interestingly, running a second tdem demo1 w/o glsl would crash the entire engine, with glsl on, it would work fine.

log1 is as in original post
log2 is with -notextureonpoweroftwo
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Postby torus » Wed Jan 02, 2008 2:36 am

What Mac has ever had a 7900 GT? Is that a hackintosh build? :wink:
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Postby AceOfThumbs » Thu Jan 03, 2008 8:42 pm

My wife got my Intel iMac with ATI X1600 256MB, when I went to the Mac Pro. She isn't playing Nexuiz (yet :wink: ), but I borrowed it for a few minutes and ran a few tests. Sorry I didn't get the log, but I can do it again if you'd like.

Anyway, what I found is that the X1600 256MB does just about the same as the X1900 512MB when both are running the 2.3 engine with GL 2 shaders off. When I switch on GL 2, the X1900 will do the spinning graphics as I mentioned above. The X1600 shreds the display with black lines and is unusable.

With the 2.4 engine (Dec 16, 2007 build), the X1600 gets approximately 50% boost in fps compared with the 2.3 engine. This is with GL 2 off. GL 2 on has the same shredded display look.

The Mac Pro won't open with the 2.4 engine at all. It immediately quits and the qconsole log isn't updated. I've tried the newest builds but the same thing happens.
So much to do, so little time to do it
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