Mac OS 10.5.3 Bug

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Mac OS 10.5.3 Bug

Postby torus » Sun Jun 01, 2008 4:11 pm

Image

Image

Image

That pretty much sums up the problem. It's like the lightmap for all textures is royally fucked.

This never happened before 10.5.3. Its NOT affected by any settings I've played around with (glsl, deluxe-mapping, etc)

All maps are affected. Some models are not affected, I think it might just be .md3 models (.ase definitely are). Player models, weapons, etc are fine.

r_fullbright 1 makes the effect go away, but of course causes loss of any lighting.
Image
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Postby Wii-Wii » Sun Jun 01, 2008 4:53 pm

Settings > Video > Textures compression : None
Last edited by Wii-Wii on Sun Jun 01, 2008 5:13 pm, edited 1 time in total.
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Postby torus » Sun Jun 01, 2008 5:08 pm

Voilà! Thanks!
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Postby kyre » Sun Jun 01, 2008 5:09 pm

Apparently the apple driver's texture compression is broken for ati X1600 according to http://lists.apple.com/archives/Mac-opengl/2008/May/msg00144.html, workaround by disabling texture compression:

gl_texturecompression "0"

It may be enough to just disable compressing lightmaps:

gl_texturecompression_q3bsplightmaps "0"
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Postby esteel » Sun Jun 01, 2008 8:52 pm

Took the liberty to remove the 'unplayable' from the topic as this is solved now. Could you mac people please keep this in mind and raise voices shortly before the next release when this issue is still there? Might need to change the compression settings.
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Postby LordHavoc » Mon Jun 02, 2008 7:05 am

esteel wrote:Took the liberty to remove the 'unplayable' from the topic as this is solved now. Could you mac people please keep this in mind and raise voices shortly before the next release when this issue is still there? Might need to change the compression settings.


This is definitely an Apple bug to do with glTexSubImage2D (uploading images into regions of larger textures) uploads of raw BGRA image data into compressed textures.

The bug does not apply to glTexImage2D with the same situation (which is used on all 'whole' textures).

You can also use mod_q3bsp_lightmapmergepower 0 when loading maps to solve this (in which case all lightmaps are singly uploaded to their own textures), but that will decimate your framerate (thanks to q3map2's retarded lightmap allocation method).

I've seen a report of a vaguely related bug on Windows with ATI drivers where lightmaps may get streaks or other artifacts (texture corruption) due to Windows' strange semantics for data integrity of textures (basically the Windows kernel can discard a texture and use the memory as it pleases, then later notify the video driver that it was destroyed - by which point the video driver has no chance to download the texture for safekeeping and later restoration), a bug that happens mostly when other apps are running (instant messengers and such with blinking icons).
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