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Author Topic: Strange WalkTest  (Read 5218 times)
Escorter
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« on: January 22, 2006, 10:41:09 am »

I compiled CS with MinGW on WinXp. In WalkTest, I found some weird things. E.g.: The mirror on the door is disappearing sometimes. The colored fog in the undergroud tunnel looks like very strange, too.
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rvl_
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« Reply #1 on: January 22, 2006, 05:21:59 pm »

What is your system (CPU. videocard)? Do you see transparent wood material over mirror or opaque wood and mirror flicker? Can you post a couple of screenshots here?
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Escorter
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« Reply #2 on: January 22, 2006, 07:59:23 pm »

My CPU is an AMD Sempron (1,3 GHz). My video card is a GeForce FX 5500 (128 Mb).
I see opaque wood material, and the mirror is flickers when I moving around.
« Last Edit: January 23, 2006, 05:49:31 pm by Escorter » Logged
rvl_
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« Reply #3 on: January 23, 2006, 08:09:34 am »

Hm... Looks like you run with software renderer...
Many changes was made in CVS during past weekend. Some things could be broken in the meantime. To update and recompile would be a good idea.
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jorrit
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« Reply #4 on: January 23, 2006, 11:48:42 am »

WTF?! No, I running it with the OpenGL render, of course!


Do you have recent OpenGL drivers for your card? Maybe try to download new ones from www.nvidia.com?

Greetings,
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Escorter
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« Reply #5 on: January 23, 2006, 12:19:36 pm »

Yes, I have the latest driver.
But I'm using the CVS version of CS. This can be the problem's source?
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rvl_
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« Reply #6 on: January 23, 2006, 12:39:57 pm »

I had some problems (not like yours) with shaders yesterday. After updating & recompiling they gone.
If this won't help, run walktest with "--verbose=-scf"  option. Then go to CS directory, open walktest.txt and copy its contents to this thread. Perhaps this will give more info about your problem.
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jorrit
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« Reply #7 on: January 23, 2006, 12:50:10 pm »

I had some problems (not like yours) with shaders yesterday. After updating & recompiling they gone.
If this won't help, run walktest with "--verbose=-scf"  option. Then go to CS directory, open walktest.txt and copy its contents to this thread. Perhaps this will give more info about your problem.

Don't forget -console if CS was compiled in release mode.

Greetings,
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Escorter
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« Reply #8 on: January 23, 2006, 06:55:42 pm »

I recompiled everything, but it doesn't help.
Here is the walktest.txt:

Code:
====== Mon Jan 23 18:54:02 2006
csDetectDriver: monitor name is '\\.\DISPLAY1'
csDetectDriver: driver name is 'NV4_DISP'
csDetectDriver: maybe DLL 'NV4_DISP' exists
csDetectDriver: found DLL 'NV4_DISP'

crystalspace.canvas.openglwin:
  GL driver: NV4_DISP 6.14.10.8212

crystalspace.canvas.openglcommon.driverdb:
  Applied: GeForce FX 5xxx: Broken 'Inverted fog'

crystalspace.canvas.openglcommon:
  OpenGL renderer: GeForce FX 5500/PCI/SSE/3DNOW! (vendor: NVIDIA Corporation)
  version 2.0.1
  Using full screen mode at resolution 1024x768.
  Pixel format: Color: 32 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 64
  AccumAlpha: 16 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.opengl.extmgr:
  GL Extension 'GL_ARB_fragment_program' found and used.

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 and 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 and used.
  GL Extension 'GL_EXT_framebuffer_object' found, but not used.
  GL Extension 'GL_ARB_texture_rectangle' found and used.
  GL Extension 'GL_ARB_vertex_program' found and used.

crystalspace.graphics3d.opengl:
  Maximum texture size is 4096x4096

crystalspace.graphics3d.opengl.vbo:
  Setting up VBO buffers, VB: 32 MB IB: 16 MB

crystalspace.graphics3d.opengl:
  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
  AFP DrawPixmap() workaround: disabled

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader std_lighting_fixed: 8 variations
  Shader std_lighting: 12 variations
  Shader std_lighting_portal: unvarying

crystalspace.system:
  Loading map 'flarge'.

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader reflect: unvarying
  Shader std_lighting_detail: 4 variations
  Shader std_lighting_detail_add: 4 variations
  Shader std_lighting_detail_alpha: 4 variations
  Shader std_lighting_detail_alpha_scroll: 4 variations
  Shader reflectsphere: unvarying

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

crystalspace.maploader:
  Could not find material 'christmasTree.png'. Creating new material using
  texture with that name

crystalspace.system:
  Precaching all things...
  Precaching finished...
Total level load time: 2.189 seconds
  Computing OBBs ...

crystalspace.collisiondetection.opcode:
  OPCODE WARNING: found 6 degenerate faces in model! Collision might report
  wrong results!
  OPCODE WARNING: found 14 degenerate faces in model! Collision might report
  wrong results!

crystalspace.system:
  --------------------------------------

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_ATI_fragment_shader' not found.

crystalspace.graphics3d.shader.glcg:
  Routing Cg fragment programs to Pixel Shader plugin OFF (default).
  Cg fragment program '(null)': using profile fp30[6149]
  Cg vertex program '(null)': using profile arbvp1[6150]

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader 'std_lighting'<2>: Technique with priority 150 succeeds!

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

crystalspace.graphics3d.shader.fixed:
  Multitexture units: moderate 4

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader 'std_lighting_detail'<1>: Technique with priority 200 succeeds!

crystalspace.graphics3d.shader.glcg:
  Cg fragment program '(null)': using profile fp30[6149]
  Cg vertex program '(null)': using profile arbvp1[6150]

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader 'std_lighting'<0>: Technique with priority 150 succeeds!

crystalspace.graphics3d.shader.glcg:
  Cg fragment program '(null)': using profile fp30[6149]
  Cg vertex program '(null)': using profile arbvp1[6150]

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader 'std_lighting', pass 0 has no texture mappings
  Shader 'std_lighting'<1>: Technique with priority 150 succeeds!
  Shader 'std_lighting_detail_alpha_scroll'<1>: Technique with priority 200
  succeeds!
  Shader 'std_lighting_detail_alpha'<1>: Technique with priority 200 succeeds!
  Shader 'std_lighting_detail_add'<0>: Technique with priority 200 succeeds!
Cleaning up...
WARNING: CG ERROR : Invalid program handle.
WARNING: CG ERROR : Invalid program handle.
WARNING: CG ERROR : Invalid program handle.
WARNING: CG ERROR : Invalid program handle.
WARNING: CG ERROR : Invalid program handle.
WARNING: CG ERROR : Invalid program handle.

And I discovered another bug: the light corona in the top of the xmas tree not displayed in the door mirror (when the door mirror is visible)
Here is a screenshot: http://img27.imageshack.us/img27/5417/flare7bf.jpg
« Last Edit: January 23, 2006, 07:04:21 pm by Escorter » Logged
rvl_
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« Reply #9 on: January 23, 2006, 09:23:32 pm »

Yea, the problem with light corona (halo) is old enough. Personally I'm using it as debug feature to see where the light source is. If you want to see something like it through a mirror it can be replaced by sprite2d (billboard) with appropriate texture.

Turning back to your problem: try to rename a couple of files in CS directory: 'glshader_arb.dll' to 'glshader_arb.dll_' and 'glshader_cg.dll' to 'glshader_cg.dll_' (this disables some advanced shader techniques) and run walktest again. Is the problem appearing?
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Escorter
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« Reply #10 on: January 23, 2006, 09:48:46 pm »

Okay, I renamed the dlls and everything is fine now.
But it means I can't use ARB and CG shaders in my game?
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rvl_
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« Reply #11 on: January 23, 2006, 10:24:10 pm »

No of course! It means a problem with particular version of drivers + particular shader. These two things can be changed.

Try to localize what type of shaders causes the problem. Rename back ..._arb.dll and try with it but without cg (and vice versa).
I'm not fluent with this but CS has driver base which allows to disable some type of shaders for particular combination of videocard+driver.
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Escorter
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« Reply #12 on: January 27, 2006, 06:26:52 pm »

Another bug I discovered: when I collided with a wall, but I keep the up arrow button pressed, the wall in front of me is rembling. I think it's a collision-detection bug. How can I avoid that?
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jorrit
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« Reply #13 on: January 27, 2006, 06:33:03 pm »

Another bug I discovered: when I collided with a wall, but I keep the up arrow button pressed, the wall in front of me is rembling. I think it's a collision-detection bug. How can I avoid that?


Don't keep the arrow button pressed?

smiley

Seriously though. I haven't experienced your problem yet. Would have to try it when I have time.

Greetings,
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Escorter
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« Reply #14 on: January 27, 2006, 07:04:52 pm »

Looks like CS is not work perfectly on my machine Sad
CS has problems with the camera vs. world collision. In phystut, I can go trought walls when I keep pressed the movement key, too.
« Last Edit: January 27, 2006, 07:08:16 pm by Escorter » Logged
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