FeXoR Posted April 30, 2014 Report Share Posted April 30, 2014 (edited) 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 AtlasRectangular 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:Opening the game and starting a map leads to more weirdness:...and some warnings are logged:mainlog.htmlInformative files:system_info.txtdefault.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 = 0x00001900extension =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 = 0x00000000pn =pi_ = 0x00000000m_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 = 0x00000008pn =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 = 0x691C4751tile_data = 0x6CD04D14oldDrawBuffer = 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 = 64176AtlasMessage::fScreenshot (mischandlers.cpp:50)msg = 0x0C01D1A8 ->(AtlasMessage::IMessage)big =m = truetiles =m = 10 (0x0000000A)AtlasMessage::fScreenshot_wrapper (mischandlers.cpp:47)msg = 0x0C01D1A8 (see above)RunEngine (gameloop.cpp:174)data = 0x003CF8BChooks =override_gl_upload_caps = 0x00000000get_log_dir = 0x00000000bundle_logs = 0x00000000translate = 0x00000000translate_free = 0x00000000log = 0x00000000display_error = 0x014440A0 -> (AtlasDisplayError)msgPasser = 0x003CEE10 ->(AtlasMessage::MessagePasser)m_Mutex =m_Mutex = 0x006F7F80m_SemaphoreName = { (unsupported basic_string<char,char_traits<char> >) }m_Semaphore = 0x005A1160 -> 284 (0x0000011C)m_Queue = (unsupported queue<AtlasMessage::IMessage *,deque<AtlasMessage::IMessage * > >)m_Trace = falselast_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 = truetime = 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 = 0x006F8738ret = 0x00000000endthreadex (:0)endthreadex (:0)RtlCreateUserProcess (:0)RtlCreateProcessParameters (:0)errno = 0 (No error reported here)OS error = 0 (no error code was set)crashlog.txtcrashlog.dmpEDIT2:Disabling Shadows fixes this partially (only terrain texture blended borders flicker).Disabling preferglsl fixes this.Big screenshot still crashes... Edited April 30, 2014 by FeXoR Quote Link to comment Share on other sites More sharing options...
niektb Posted April 30, 2014 Report Share Posted April 30, 2014 (edited) My stack for taking the big screenshot:crashlog.dmpcrashlog.txt Edited April 30, 2014 by niektb Quote Link to comment Share on other sites More sharing options...
Josh Posted May 12, 2014 Report Share Posted May 12, 2014 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 HWIt 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. Quote Link to comment Share on other sites More sharing options...
FeXoR Posted May 12, 2014 Author Report Share Posted May 12, 2014 (edited) 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 gameinterestinglog.htmlmainlog.html Edited May 12, 2014 by FeXoR Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted May 12, 2014 Report Share Posted May 12, 2014 - 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. Quote Link to comment Share on other sites More sharing options...
Josh Posted May 13, 2014 Report Share Posted May 13, 2014 It would be nice to see if we could make the shaders behave properly (there might be other similar chips with the same issues). Quote Link to comment Share on other sites More sharing options...
FeXoR Posted May 13, 2014 Author Report Share Posted May 13, 2014 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#entry248132And 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.htmllocal.cfg.txtuser.cfg.txt Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 13, 2014 Report Share Posted May 13, 2014 I think we should restart the game when applying Glsl settings, that seems to fix most issues. Quote Link to comment Share on other sites More sharing options...
FeXoR Posted August 1, 2014 Author Report Share Posted August 1, 2014 (edited) This is just barely related:Zooled "out": Zoomed "in": 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#entry287432And for comparison at r15473 with the above settings:The next day...Found another glitch: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 August 3, 2014 by FeXoR Quote Link to comment Share on other sites More sharing options...
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