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Author Topic: Problems with non-standard-renderer (opengl related?)  (Read 2428 times)
calli
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« on: June 29, 2005, 11:56:51 am »

Hi,

since I am using Blender for my daily work I always look for other engines which work together with Blender. So last week I tried to compile CS, CEL, blender2crystal etc. and I am now slowly wading trough all the new things to test and read.

Slowly I get a feeling for CS. For simple scenes lightmapping works well for me, I am just testing it on a 60MB scene (approx. 50MB textures...) which runs quite well in Blender, memory usage is at 2.7GByte right now while doing a -relight  shocked

However if I try to use the non standard renderer I get strange results, the colors are wrong and also it seem I can´t get bumpmaps.

Here is a output of a scene:

Code:

VFS_NOTIFY: loaded configuration file: C:\cygwin\home\cw\cs\CS\vfs.cfg
WARNING: could not load plugin 'crystalspace.font.server.freetype2'
NOTIFY: Could not get sound driver

crystalspace.system:
  World saving enabled.
  Crystal Space version 0.99 r0 [Win32-x86-GCC] (Mon 7-Jul-2004).
  Created by Jorrit Tyberghein and others...

crystalspace.graphics3d.opengl:
  Texture LOD bias -0.3
csDetectDriver: monitor name is '\\.\DISPLAY1'
csDetectDriver: driver name is 'ATI2DVAG'
csDetectDriver: found DLL 'atioglxx.dll'

crystalspace.canvas.openglwin:
  GL driver: atioglxx.dll 6.14.10.4898

crystalspace.canvas.openglcommon.driverdb:
  Applied: Work around broken ATI point sprites
  Applied: ATI: Can't handle GL_BLEND texenv for GL_INTENSITY textures
  Applied: ATI: Can't handle compressed formats for RECT textures
  Applied: ATI: RECT texture extension support apparently sucks

crystalspace.canvas.openglcommon:
  OpenGL renderer: RADEON X800 SE x86/SSE2 (vendor: ATI Technologies Inc.)
  version 1.5.4898 WinXP Release
  Using windowed mode at resolution 640x480.
  Pixel format: Color: 32 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 0
  AccumAlpha: 0 MultiSamples: 0

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_ARB_multitexture' found and used.
  GL Extension 'GL_ARB_texture_env_combine' found and used.
  GL Extension 'GL_ARB_multisample' found and used.

crystalspace.canvas.openglcommon:
  Multisample: disabled

crystalspace.canvas.openglcommon.fontcache:
  Text drawing method: Multitexturing

crystalspace.canvas.opengl.extmgr:
  WGL Extension 'WGL_ARB_extensions_string' found and used.
  WGL Extension 'WGL_EXT_swap_control' found and used.

crystalspace.canvas.openglwin:
  VSync is disabled.

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_version_1_2' found and used.
  GL Extension 'GL_ARB_texture_cube_map' found and used.
  GL Extension 'GL_EXT_texture3D' found and used.
  GL Extension 'GL_ARB_vertex_buffer_object' found, but not used.
  GL Extension 'GL_SGIS_generate_mipmap' found and used.
  GL Extension 'GL_EXT_texture_filter_anisotropic' found and used.
  GL Extension 'GL_EXT_texture_lod_bias' found and used.
  GL Extension 'GL_ARB_point_parameters' found and used.
  GL Extension 'GL_ARB_point_sprite' found, but not used.
  GL Extension 'GL_EXT_framebuffer_object' not found.
  GL Extension 'GL_ARB_texture_rectangle' not found.
  GL Extension 'GL_EXT_texture_rectangle' found, but not used.
  GL Extension 'GL_NV_texture_rectangle' not found.

crystalspace.graphics3d.opengl:
  Maximum texture size is 2048x2048
  Point sprites are NOT supported.
  VBO is NOT supported.
  Stencil clipping is used for objects >= 50 triangles.
  Clearing Z buffer when stencil clear is needed enabled

crystalspace.graphics3d.shadermgr:
  Loaded compiler plugin crystalspace.graphics3d.shadercompiler.xmlshader,
  compiler: XMLShader

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_ARB_texture_compression' found and used.
  GL Extension 'GL_EXT_texture_compression_s3tc' found and used.

crystalspace.graphics3d.opengl:
  Render-to-texture backend: framebuffer
  Delayed buffer swapping: disabled

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader std_lighting: 8 variations
  Shader std_lighting_portal: unvarying

crystalspace.system:
  Loading map 'cstest/world.zip'.
VFS_MOUNT: Mounted: Vpath /tmp/__automount0__, Rpath cstest$/world$.zip

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader ambient: unvarying
  Shader light_bumpmap: unvarying
  Shader ambient: unvarying
  Shader light_bumpmap: unvarying

crystalspace.graphic.image.io.jpeg:
  Not a JPEG file: starts with 0x89 0x50

  Not a JPEG file: starts with 0x00 0x00


crystalspace.maploader:
  Could not find material 'wood05a.tga'. Creating new material using texture
  with that name
  Could not find material 'stone04a.tga'. Creating new material using texture
  with that name
  Could not find material 'block10c.tga'. Creating new material using texture
  with that name
  Could not find material '256-04c.tga'. Creating new material using texture
  with that name
  Could not find material '256-04a.tga'. Creating new material using texture
  with that name

crystalspace.mesh.object.thing:
  Lightmap quality=3
  Lightmapping enabled=1

crystalspace.maploader:
  Could not find material 'stone04a_Blood.png'. Creating new material using
  texture with that name
  Could not find material 'stone04aX4_Door.png'. Creating new material using
  texture with that name
  Could not find material 'woodmgrid1b.tga'. Creating new material using
  texture with that name

crystalspace.graphic.image.io.jpeg:
  Not a JPEG file: starts with 0x47 0x49

  Not a JPEG file: starts with 0x89 0x50

  Not a JPEG file: starts with 0x47 0x49


crystalspace.engine.notify:
  Lightmaps are not up to date (no 'lm_precalc_info' found in cache).
  Recalculation of lightmaps forced.
  Initializing lighting (15 meshes).
  Shining lights (2 lights).
Doing light 0
Doing light 1
  Time taken: 0.0830 seconds.
  Caching lighting (15 meshes).

crystalspace.system:
  Precaching all things...
  Precaching finished...
Total level load time: 1.718 seconds
  Computing OBBs ...
  --------------------------------------

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_ARB_texture_env_dot3' found and used.

crystalspace.graphics3d.shader.fixed:
  Multitexture units: whopping 8

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader 'ambient'<0>: Technique with priority 50 succeeds!
  Shader shadowextrude: unvarying

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_ARB_vertex_program' found and used.
  GL Extension 'GL_ARB_fragment_program' found and used.

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader 'shadowextrude', pass 0 has no texture mappings
  Shader 'shadowextrude'<0>: Technique with priority 100 succeeds!
  Shader 'light_bumpmap'<0>: Technique with priority 350 succeeds!

crystalspace.font.csfont:
  Could not read font file /fonts/ttf/arialuni.ttf.



This is how the scene look if I did not move:


And after moving:


The lights are not colored in the blender scene.....

Some more info: I am on WindowsXP, using Cygwin, CVS CS, and blender2cs. The stenciltest.exe is also very colorfull, but I can´t prove if that is wanted?

Regards,
Carsten.
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calli
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Posts: 26


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« Reply #1 on: June 29, 2005, 05:56:48 pm »

Got some hints from Pablo...

For the bumpmapping: *All* meshes need to have a (Blender) Material with a bumpmap defined if you want bumpmaps

The colors happen if a objec has more than *one* texture (material).... Seems internally all objects with more than one texture are handled like a thing and then the shader lighting is not working ok.

However, I am not really satisfied with only the shadowed lighting, it seems that there is no diffuse lighting then?

Cant be lightmaps and stencil shadow combined? Imagine a lightmapped room and a flashlight or similar....

Regards,
Carsten
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jorrit
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Posts: 1704


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« Reply #2 on: June 29, 2005, 06:33:40 pm »

Quote from: calli
Got some hints from Pablo...

Cant be lightmaps and stencil shadow combined? Imagine a lightmapped room and a flashlight or similar....

Regards,
Carsten


Currently not. That is something that is still being worked on.

Greetings,
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calli
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Posts: 26


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« Reply #3 on: June 30, 2005, 05:02:17 pm »

Ok, problem solved....

I mixed up Normal Maps with Bumpmaps (mainly caused by the term "Nor"(map) in Blender meaning Bumpmaps).

If I use real Normaps as textures all is well.

Regards,
Carsten.
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