Lighting and shadows problems on Mac

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Lighting and shadows problems on Mac

Postby artfoundry » Sun Apr 23, 2006 11:12 pm

I've got some problems with the realtime lighting and shadows settigns. With the realtime world and dynamic lights on, I get all kinds of lines all over the walls. The shadow options don't seem to work at all (I don't see any dynamic shadows). This is on the Mac version, playing on a dual 2.5 G5 with 1.5GB RAM and a Radeon 9800XT running 10.4.6. Any ideas what's going on?
-Dave
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Postby obi_wan » Mon Apr 24, 2006 8:05 am

i remember i have seen that a few times ago... 16-bits colors instead of 32-bits perhaps ?
i also cant see any dynamic shadow or light, whatever i do :( but didn't told about the problem before, coz i thought it was me that was buggy :)
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Postby obi_wan » Mon Apr 24, 2006 8:33 am

i was wrong :( 16 or 32 bits colors doesn't have any effect... it is bloom that doesn't work with 16-bits colors.
I have the same problem than you if i activate lights and shadows :(

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Re: Lighting and shadows problems on Mac

Postby LordHavoc » Mon Apr 24, 2006 10:11 am

artfoundry wrote:I've got some problems with the realtime lighting and shadows settigns. With the realtime world and dynamic lights on, I get all kinds of lines all over the walls. The shadow options don't seem to work at all (I don't see any dynamic shadows). This is on the Mac version, playing on a dual 2.5 G5 with 1.5GB RAM and a Radeon 9800XT running 10.4.6. Any ideas what's going on?
-Dave


Try turning on/off r_shadow_glsl and seeing if it behaves better with it off (however it will be slower and lower quality).

You can also turn off shadows.

This looks like Apple isn't honoring the strict rules on behavior of the ftransform() vertex shader function, which is guarenteed to produce the same vertex positions no matter what the shader is doing, in this case it is producing different vertex positions in the lighting shader than the shadows.

This is not good for Apple users, ds01 has been encountering shader compilation bugs as well :(
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Re: Lighting and shadows problems on Mac

Postby artfoundry » Mon Apr 24, 2006 2:44 pm

LordHavoc wrote:Try turning on/off r_shadow_glsl and seeing if it behaves better with it off (however it will be slower and lower quality).

You can also turn off shadows.

This looks like Apple isn't honoring the strict rules on behavior of the ftransform() vertex shader function, which is guarenteed to produce the same vertex positions no matter what the shader is doing, in this case it is producing different vertex positions in the lighting shader than the shadows.

This is not good for Apple users, ds01 has been encountering shader compilation bugs as well :(


Not sure what r_shadow_glsl is, but if I turn off the realtime lighting options, this effect goes away.And this effect happens whether or not I have realtime shadows on. Realtime shadows don't seem to work at all.
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Re: Lighting and shadows problems on Mac

Postby KadaverJack » Mon Apr 24, 2006 3:13 pm

artfoundry wrote:Not sure what r_shadow_glsl is, [...]

It's an engine option. You can turn it of by switching the "OpenGL 2.0 Shaders" option (in the effects menu) to "off" or manually (open the console (shift+esc) and enter "r_shadow_glsl 0").
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Re: Lighting and shadows problems on Mac

Postby ds01 » Mon Apr 24, 2006 8:19 pm

artfoundry wrote:I've got some problems with the realtime lighting and shadows settigns ... I get all kinds of lines all over the walls... This is on the Mac version ... Any ideas what's going on?


Hey. That bug is reproducable with the last stable release 1.5 download, and yeah I've seen it before. It is somewhat fixed in cvs if you use another evironment variable to push the shadows along the Z, atleast it was before the last commit :(

As for the toggling effects in game, they are sometimes broken and need to be set via con [or cfg], but probably the world shadows are working for you - it's just impossible to tell the difference because of the "Z-cull-fighting" which is affecting the world lights. It may have something to do with the fact we [on Mac] can't use r_shadow_texture3d, because of the missing required GL extension.

Fortunately I have a bazillion src trees here, because I've been tracking the progress. If you want to try a newer version, you can use a G5 build [for Tiger], but you will need to download the RC zip off SF.net to grab the new data pk3 for it.

The compressed disk image is here [yes it's a webpage with the linked file due to anti-leech mechanism of webhost]:
nexagl_osx_g5.dmg.zip

There are extras in there, and description of [my] problems with work-arounds for all of them - please report back if you see the same issues as noted in the rtf and have to use the extras to fix them. TYIA!

BTW there are two binaries, one is the latest as of this date - the other is before the last commit which broke dlights on world textures (they still are rendered on player models/pickup items) and glow on i.e. tubing in the Glow Arena map [it was fixed for a week then broke again for me].
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Re: Lighting and shadows problems on Mac

Postby artfoundry » Tue Apr 25, 2006 4:54 am

I tried turning off the Opengl shaders and that did get rid of the problem, but it also reduced performance considerably - went from around 30-50 fps (depending on how many players were on) down to about 15-20 fps (or even worse in high activity areas).

Then I tried that new version listed in your post - it doesn't work at all. Everything in the game (except the UI) is black except weapon fire (and on the new build I could sometimes see the sky box). Had the same problem with the previous executeable in the package.
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Re: Lighting and shadows problems on Mac

Postby ds01 » Tue Apr 25, 2006 6:42 am

artfoundry wrote:Everything in the game (except the UI) is black except weapon fire (and on the new build I could sometimes see the sky box). Had the same problem with the previous executeable in the package.

Then the shaderstring built into the program does not compile with your ATI drivers either :-\ That also happens over here with an NVidia card.

It says in the readme, but I'll reiterate since I guess I wasn't very clear on why/when to do this:
Make a directory called glsl and put the default.glsl from the dmg in it. Then put that directory [glsl] into the data directory (where Nexuiz is), and you should then be able to actually see stuff with GLSL on.

Thanks for reporting back, if you discover any of the other things mentioned in the readme are true for your setup as well, please voice them.
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Re: Lighting and shadows problems on Mac

Postby obi_wan » Tue Apr 25, 2006 8:37 am

ds01 wrote:Fortunately I have a bazillion src trees here, because I've been tracking the progress. If you want to try a newer version, you can use a G5 build [for Tiger], but you will need to download the RC zip off SF.net to grab the new data pk3 for it.


i downloaded your new .app compiled for tiger...
but i cant find this new data pk3 file (i assume by SF.net you mean sourceforge...). If you could explain a nOOb how to get that pk3, i'll try to test and report what i see.

If you have a 'test procedure', it would be great to tell it, so that i can test like you want.

## edit : omg i understood what RC means :) Release Candidate : so i have the files and i'll test a bit what you are talking about
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