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Post-processing effects test (SSAO/HDR/Bloom)


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Manual build committed. I have some strange test results:


[3836] Running
[3836] 287
[3836] tests
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[3836] (dumping stack frames may result in access violations...)
[3836] locals: 1 w ? 0 0 1 1
[3836]
[3836] In
[3836] TestWdbgSym
[3836] ::
[3836] test_stack_trace
[3836] :
[3836]
[3836] d:\Sanyok\programming\games\0ad\src_clear_logged_in\libraries\wxwidgets\include\..\..\..\source\lib\sysdep\os\win\tests\test_wdbg_sym.h
[3836] (
[3836] 114
[3836] )
[3836] :
[3836] Error: Assertion failed:
[3836] wcslen(text) > 500
[3836]
[3836] (done dumping stack frames)
[3836] In
[3836] TestWdbgSym
[3836] ::
[3836] test_stack_walk
[3836] :
[3836]
[3836] d:\Sanyok\programming\games\0ad\src_clear_logged_in\libraries\wxwidgets\include\..\..\..\source\lib\sysdep\os\win\tests\test_wdbg_sym.h
[3836] (
[3836] 320
[3836] )
[3836] :
[3836] Error: Assertion failed:
[3836] foundFunctionBits == bit_mask<size_t>((sizeof(*ArraySizeDeducer(funcAddresses))))
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[3836] Failed
[3836] 2
[3836] of
[3836] 287
[3836] tests
[3836]
[3836] Success rate:
[3836] 99
[3836] %

but this seems unrelated. I will try older revisions (but probably not today). Anyway pyrogenesis itself looks working.

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The patches have now been committed and there are Windows binaries available on SVN (thanks to fcxSanya for the build).

Anyone interested, please pull the files and test!

To see the effects you need to make four little changes in your config first:

  1. preferglsl = true
  2. gentangents = true
  3. smoothlos = true
  4. materialmgr.quality = 10

Here's a few tests you can try:

  • Modelmapping: Look at Roman CC and Mars Temple 2 models for AO/parallax/normal/specular/emissive mapping. Look at windy trees when in the game and in Atlas after pressing "Play".
  • Smoothlos: Los should move smoothly around units. It should toggle correctly from the dev console. It should not be visible at all in Atlas.
  • Terrainmapping: "Biome alpine/Alpine cliff" uses triplanar, normal and specular mapping. "Biome desert/Desert city tile" uses a custom alphamap. "Grass/Grass1 spring fancy" uses the special grass material. "Snow/Snow grass 2" uses normal and specular mapping.
  • Heightmap: In atlas, File/Import heightmap. Choose an image file (not too huge!).

In the first three, also check if ARB and Fixed modes work as expected (there should be no visible changes, with the exception of alphamaps).

Should you encounter any bugs, please post them here.

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Manual build committed. I have some strange test results:


[3836] Running
[3836] 287
[3836] tests
[3836] .
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[3836] .
[3836]
[3836] (dumping stack frames may result in access violations...)
[3836] locals: 1 w ? 0 0 1 1
[3836]
[3836] In
[3836] TestWdbgSym
[3836] ::
[3836] test_stack_trace
[3836] :
[3836]
[3836] d:\Sanyok\programming\games\0ad\src_clear_logged_in\libraries\wxwidgets\include\..\..\..\source\lib\sysdep\os\win\tests\test_wdbg_sym.h
[3836] (
[3836] 114
[3836] )
[3836] :
[3836] Error: Assertion failed:
[3836] wcslen(text) > 500
[3836]
[3836] (done dumping stack frames)
[3836] In
[3836] TestWdbgSym
[3836] ::
[3836] test_stack_walk
[3836] :
[3836]
[3836] d:\Sanyok\programming\games\0ad\src_clear_logged_in\libraries\wxwidgets\include\..\..\..\source\lib\sysdep\os\win\tests\test_wdbg_sym.h
[3836] (
[3836] 320
[3836] )
[3836] :
[3836] Error: Assertion failed:
[3836] foundFunctionBits == bit_mask<size_t>((sizeof(*ArraySizeDeducer(funcAddresses))))
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[3836]
[3836] Failed
[3836] 2
[3836] of
[3836] 287
[3836] tests
[3836]
[3836] Success rate:
[3836] 99
[3836] %

but this seems unrelated. I will try older revisions (but probably not today). Anyway pyrogenesis itself looks working.

There are two known test failures in VS2008 Express, but they don't occur in standard VS2008 or VS2010 so it was decided to not fix them: http://trac.wildfiregames.com/ticket/884#comment:2

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I got this error when trying to open Gen.Kenobi's rock in Atlas:

ShaderProgram.cpp(901): Assertion failed: "(m_StreamFlags & ~m_ValidStreams) == 0"
Assertion failed: "(m_StreamFlags & ~m_ValidStreams) == 0"
Location: ShaderProgram.cpp:901 (AssertPointersBound)

Call stack:

(0x82223a) ./pyrogenesis() [0x82223a]
(0x7c78b1) ./pyrogenesis() [0x7c78b1]
(0x7c858e) ./pyrogenesis() [0x7c858e]
(0x7c8863) ./pyrogenesis() [0x7c8863]
(0x666127) ./pyrogenesis() [0x666127]
(0x68d1dc) ./pyrogenesis() [0x68d1dc]
(0x699b56) ./pyrogenesis() [0x699b56]
(0x69ccac) ./pyrogenesis() [0x69ccac]
(0x69d61f) ./pyrogenesis() [0x69d61f]
(0x596c81) ./pyrogenesis() [0x596c81]
(0x6f3df8) ./pyrogenesis() [0x6f3df8]
(0x6efeff) ./pyrogenesis() [0x6efeff]
(0x7f5a8986ee9a) /lib/x86_64-linux-gnu/libpthread.so.0(+0x7e9a) [0x7f5a8986ee9a]
(0x7f5a8959c4bd) /lib/x86_64-linux-gnu/libc.so.6(clone+0x6d) [0x7f5a8959c4bd]

errno = 0 (No error reported here)
OS error = ?

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While updating the normal map for the scandiv_rocks, the game crashed.

However the texture that was already there worked nicely - the texture was bad, that's why i firedup Gimp to update it. And as soon as I saved, the game crashed.

Function call failed: return value was -100010 (Logic error in code)

Location: wsdl.cpp:252 (wnd_CreateWindow)

Call stack:

(error while dumping stack: No stack frames found)

errno = 13 (Insufficient access rights to open file)

OS error = 1410 (This class already exists.)

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zoot, all "decal" actors must use terrain materials (e.g. "terrain_base.xml"). I changed all that I could find, so I guess he committed the rocks really recently and I didn't see them. I'll put up a page on the wiki tomorrow explaining the changes I've made.

General, that might be a bug in the texture hotloading code. See if correcting the decal fixes it, though.

Anyway, I'm off to bed, we'll continue the debugging tomorrow.

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zoot, all "decal" actors must use terrain materials (e.g. "terrain_base.xml"). I changed all that I could find, so I guess he committed the rocks really recently and I didn't see them. I'll put up a page on the wiki tomorrow explaining the changes I've made.

Yep, he committed them yesterday.

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Yep. Zooming in crashes the game. - The same crash when I changed the texture.

Also, when I place the rocks it gets weird black lines. and I don't think it's a mapping problem nor a texture one. I guess It's something to do with the shaders. - The rock with normal textures wasnt placed yet.

nN7vb.jpg

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(I assume you're trying to do only normalmapping? So are you using a material that only does normalmapping or one that also tries to do parallax, ao, specular etc? Create a new material to suit your needs, it's really easy.)

(btw the crashing as a result of misconfiguration predates my changes, should be tackled eventually)

(now I REALLY need to get to bed)

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