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[Mainly Fixed] Randomly jumping rectangle area coloured but without texture (and more)


FeXoR
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To reproduce (if not hardware dependent):

- Update to SVN revision 15075

- Delete cache (also happens after another start of Atlas so may not be needed)

- Open Atlas

Rectangular Areas in the default (empty, grass) map turn just green (without any structure) for about half a second.

Then they disappear and after about 1 to 2 seconds some other rectangular area turns structureless.

This happens independent of any input (I can just lean back and watch the show ^^).

Moving the mouse above the grass, however, makes the process much faster (More like flickering then).

Screenshots:

post-14196-0-57128100-1398849181_thumb.jpost-14196-0-47043100-1398849193_thumb.jpost-14196-0-89039700-1398849203_thumb.jpost-14196-0-29802000-1398849212_thumb.j

Opening the game and starting a map leads to more weirdness:

post-14196-0-70984400-1398850110_thumb.j

...and some warnings are logged:

mainlog.html

Informative files:

system_info.txt

default.cfg.txt (Renamed to .txt to be able to upload it)

EDIT:

Taking a big screenshot in atlas crashes

(May be unrelated since reported by niektb_ as well (09:38): http://irclogs.wildfiregames.com/2014-04-30-QuakeNet-%230ad-dev.log):

Error Message::

Function call failed: return value was -120100 (Unknown error (-120100, 0xFFFFFFFFFFFE2ADC))
Location: tex.cpp:710 (tex_hdr_size)

Call stack:

tex_hdr_size (tex.cpp:710)
filename = 0x0332FACC ->
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 3073, 19617, 44731, 64340, 818, 48473, 338 }

c = 0x00001900
extension =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')


WriteBigScreenshot (util.cpp:287)
extension = 0x0332FB34 ->
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = [8] { 47 ('/'), 0, 64592, 818, 55088, 339, 0, 0 }

tiles = 10 (0x0000000A)
basenameFormat =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')

filename =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')

t =
m_Data =
px = 0x00000000
pn =
pi_ = 0x00000000


m_DataSize = 53672576 (0x0332FA80)
m_Ofs = 1762091956 (0x690763B4)
m_Width = 1772975680 (0x69AD7640)
m_Height = 1772986048 (0x69AD9EC0)
m_Bpp = 78708488 (0x04B0FF08)
m_Flags = 116030896 (0x06EA7DB0)

filenameFormat =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 47 ('/')

fmt = 32992 (0x000080E0)
img_buf =
px = 0x00000008
pn =
pi_ = 0x015528C8 ->
use_count_ = 7340141 (0x0070006D)
weak_count_ = 0 (0x00000000)



oldCursor = { (unsupported basic_string<wchar_t,char_traits<wchar_t> >) }
oldReadBuffer = 1772986048 (0x69AD9EC0)
img_size = 92160000 (0x057E4000)
flags = 72 (0x00000048)
hdr_size = 53672756 (0x0332FB34)
img = 0x691C4751
tile_data = 0x6CD04D14
oldDrawBuffer = 457 (0x000001C9)
vp =
m_X = 8 (0x00000008)
m_Y = 0 (0x00000000)
m_Width = 53672504 (0x0332FA38)
m_Height = 1949985261 (0x743A69ED)

tile_y = 72 (0x00000048)
tile_x = 53672528 (0x0332FA50)
vp =
m_X = 8 (0x00000008)
m_Y = 0 (0x00000000)
m_Width = 53672504 (0x0332FA38)
m_Height = 1949985261 (0x743A69ED)

realPath =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 64176


AtlasMessage::fScreenshot (mischandlers.cpp:50)
msg = 0x0C01D1A8 ->
(AtlasMessage::IMessage)
big =
m = true

tiles =
m = 10 (0x0000000A)



AtlasMessage::fScreenshot_wrapper (mischandlers.cpp:47)
msg = 0x0C01D1A8 (see above)

RunEngine (gameloop.cpp:174)
data = 0x003CF8BC
hooks =
override_gl_upload_caps = 0x00000000
get_log_dir = 0x00000000
bundle_logs = 0x00000000
translate = 0x00000000
translate_free = 0x00000000
log = 0x00000000
display_error = 0x014440A0 -> (AtlasDisplayError)

msgPasser = 0x003CEE10 ->
(AtlasMessage::MessagePasser)
m_Mutex =
m_Mutex = 0x006F7F80

m_SemaphoreName = { (unsupported basic_string<char,char_traits<char> >) }
m_Semaphore = 0x005A1160 -> 284 (0x0000011C)
m_Queue = (unsupported queue<AtlasMessage::IMessage *,deque<AtlasMessage::IMessage * > >)
m_Trace = false

last_activity = 85.1499 (0x40554998B51C3A7A)
args =
m_Args = (unsupported vector<pair<CStr8,CStr8> >)
m_Arg0 =
path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
separator = 92 ('\')


recent_activity = true
time = 5.96908e-307 (0x005AD390ED700DE9)
ev =
ev =
type = 52 (0x34)
active = { type = 52 (0x34), gain = 48 (0x30), state = 108 (0x6C) }
key =
type = 52 (0x34)
keysym = { sym = SDLK_UNKNOWN, unicode = 0 (0x0000) }

motion = { type = 52 (0x34), x = 108 (0x006C), y = 0 (0x0000) }
button =
type = 52 (0x34)
button = 48 (0x30)
state = 108 (0x6C)
x = 0 (0x0000)
y = 0 (0x0000)

resize = { type = 52 (0x34), w = 0 (0x00000000), h = 0 (0x00000000) }
expose = { type = 52 (0x34) }
quit = { type = 52 (0x34) }
user = { type = 52 (0x34), code = 0 (0x00000000), data1 = 0x00000000 }


time = 5.96908e-307 (0x005AD390ED700DE9)
realFrameLength = 0.30702 (0x3FD3A636720E8900)
last_time = 88.7483 (0x40562FE4ED700DE9)
name = (unsupported basic_string<char,char_traits<char> >)
sleepUntil = 88.949 (0x40563CBBE9123B07)

thread_start (wpthread.cpp:624)
param = 0x006F8738
ret = 0x00000000

endthreadex (:0)

endthreadex (:0)

RtlCreateUserProcess (:0)

RtlCreateProcessParameters (:0)


errno = 0 (No error reported here)
OS error = 0 (no error code was set)

crashlog.txt

crashlog.dmp

EDIT2:

Disabling Shadows fixes this partially (only terrain texture blended borders flicker).

Disabling preferglsl fixes this.

Big screenshot still crashes...

Edited by FeXoR
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  • 2 weeks later...

I think big screenshot has been fixed now. The errors from your log are:

ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked.ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked.ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked.ERROR: Failed to link program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked. Fragment Shader not supported by HWERROR: Failed to link program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked. Fragment Shader not supported by HWERROR: Failed to compile vertex program 'shaders/arb/overlayline.vp' (line 1):ERROR: Failed to compile vertex program 'shaders/arb/overlayline.vp' (line 1):ERROR: JavaScript error: (eval) line 1 ReferenceError: help is not defined @(eval):1ERROR: JavaScript error: (eval) line 1 ReferenceError: ss is not defined @(eval):1ERROR: Failed to link program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked. Fragment Shader not supported by HWERROR: Failed to link program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked. Fragment Shader not supported by HW

It looks like a hardware issue, and according to Wikipedia (first paragraph in the linked section) your graphics card doesn't support hardware vertex processing. Maybe what you are seeing is artifacts of doing the vertex processing on the CPU?

It would be nice if someone else who is more familiar with the renderer could jump in.

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Yes, I think it's a hardware and/or driver issue. Since it works without preferglsl it's not that vital.

I tried again with the recent SVN and it looks better.

I did:

- Update SVN to revision 15148

- deleted the cache

- Started the game (with preferglsl false)

- Loaded a map (waited until everything is cached)

- Turned preferglsl on (Similar structures like in the top screenshot appeared)

- Turned off Shadows (I can't see any flickering but still some error messages appear)

- Exited the game

interestinglog.html

mainlog.html

Edited by FeXoR
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- Loaded a map (waited until everything is cached)

- Turned preferglsl on (Similar structures like in the top screenshot appeared)

- Turned off Shadows (I can't see any flickering but still some error messages appear)

I'm not sure if those options were intended to be changed at runtime, as far as I know that wasn't even possible until recently (with the options menu). So assume they're not well tested and may have broken/unpredictable consequences.

But I agree with Joshua that it's likely your hardware, it seems at or below the minimum specs needed for GLSL support, and probably some of our shaders go beyond that.

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This topic might help figuring out what's the problem (from the linked post on mainly):

http://www.wildfiregames.com/forum/index.php?showtopic=16398&page=2#entry248132

And I remember of some talking with wraitii (I think) that my video card does not have enough "channels" for some settings or so. I can't find the post though.

Starting the game with this settings (not changing them in-game) seams to work fine (I can't see any graphic weirdness) but still errors occur:

interestinglog.html

local.cfg.txt

user.cfg.txt

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  • 2 months later...

This is just barely related:

post-14196-0-87378100-1406896876_thumb.j

post-14196-0-63897000-1406898165_thumb.j

post-14196-0-68333700-1406898587_thumb.j

Zooled "out": post-14196-0-69757500-1406899983_thumb.j

Zoomed "in": post-14196-0-12310600-1406900026_thumb.j

Best settings at revision 15473 for me:

gentangents = "false"
lobby.chattimestamp = "true"
locale = "en_US"
multiplayerserver = "77.56.28.63"
particles = "true"
playername = "FeXoR"
postproc = "false"
preferglsl = "false"
shadowpcf = "true"
shadows = "true"
showdetailedtooltips = "true"
showsky = "true"
silhouettes = "true"
splashscreendisable = "true"
splashscreenenable = "false"
splashscreenversion = "0"
userreport.enabledversion = "1"
userreport.id = "7c341b4bae1f35b5"
watercoastalwaves = "false"
waterfancyeffects = "false"
waterfoam = "false"
waternormals = "true"
waterrealdepth = "false"
waterreflection = "false"
waterrefraction = "false"
watershadows = "false"
waterugly = "false"

However, I can't get refraction to work though I know it worked at some point. (That was sooo cool ^^):

Some picture from those days: http://www.wildfiregames.com/forum/index.php?showtopic=17642&page=4#entry287432

And for comparison at r15473 with the above settings:

post-14196-0-25737300-1406913883_thumb.j

The next day...

post-14196-0-08762400-1406982979_thumb.j

Found another glitch:

post-14196-0-53462900-1407064928_thumb.jpost-14196-0-81233300-1407064941_thumb.j

Actual version with settings:

gentangents = "false"
lobby.chattimestamp = "true"
lobby.login = "FeXoR"
locale = "en_US"
multiplayerserver = "77.56.28.63"
particles = "true"
playername = "FeXoR"
postproc = "false"
preferglsl = "false"
shadowpcf = "true"
shadows = "true"
showdetailedtooltips = "true"
showsky = "true"
silhouettes = "true"
splashscreendisable = "true"
splashscreenenable = "false"
splashscreenversion = "0"
userreport.enabledversion = "1"
userreport.id = "7c341b4bae1f35b5"
vsync = "false"
watercoastalwaves = "false"
waterfancyeffects = "false"
waterfoam = "false"
waternormals = "true"
waterrealdepth = "false"
waterreflection = "false"
waterrefraction = "false"
watershadows = "false"
waterugly = "false"

Edited by FeXoR
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