Author Topic: Deferred Lighting and soft shadows  (Read 68643 times)

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Offline Swifty

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« Last Edit: April 26, 2015, 04:56:04 pm by Swifty »

 

Offline Kobrar44

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Re: Deferred Lighting and soft shadows
So this line from def_files:
3329    +"   gl_FragData[0].rgb += pow(NdotHV, 80.0) * SPEC_INTENSITY_POINT * specfactor * speclightcolor * attenuation;\n"
basically means -ogl_spec will no longer work?
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline Swifty

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Re: Deferred Lighting and soft shadows
Specular should work. Is there a reason why that line would make it no longer work?

 

Offline Kobrar44

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Re: Deferred Lighting and soft shadows
-ogl_spec parameter used to replace the fixed 80.0 value in specular equation through gl_FrontMaterial.shininess
But TBH I don't really follow all those #ifdefs yet, I may have missed something.
Oh guys, use that [ url ][ img ][ /img ][ /url ] :/

 

Offline Swifty

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Re: Deferred Lighting and soft shadows
I see. That's definitely an oversight in the deferred light shader. The specular factor should still work in the forward light shader though.

 

Offline Kolgena

  • 211
Re: Deferred Lighting and soft shadows
mv_effects-sdf.tbm(line 16):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type:   Type One].

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_SSE2shadow.exe! <no symbol>
fs2_open_3_7_1_SSE2shadow.exe! <no symbol>
fs2_open_3_7_1_SSE2shadow.exe! <no symbol>

This build seems to hate species-specific countermeasures.

 
Re: Deferred Lighting and soft shadows
I can confirm Kolgena, using 2014 MVPS:

mv_effects-sdf.tbm(line 46):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type:   Shivan CM].

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_1_SSE2.exe! <no symbol>
fs2_open_3_7_1_SSE2.exe! <no symbol>
fs2_open_3_7_1_SSE2.exe! <no symbol>

 

Offline Swifty

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Re: Deferred Lighting and soft shadows
Cool, thanks for the reports, guys. I'll try to see what's going on tonight.

 

Offline Swifty

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Re: Deferred Lighting and soft shadows
I synced up to Trunk Revision 10506. The 2014 MediaVPs should work with the build now.

http://www.mediafire.com/download/qb8xbm6swhlq1is/shadows_10506.zip

 

Offline Echelon9

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Re: Deferred Lighting and soft shadows
Thanks, just to clarify for anyone that comes across this thread later the following error was due to the requirement that the 2014 MVPs use a build after 3.7.0. It is anticipated that an official FS2Open SCP build 3.7.2 will be released soon, such that the 2014 MediaVPs content release can be run with an official release.

At the time of this user report, the testing build for shadows from this thread had not synced with current trunk.

Quote
mv_effects-sdf.tbm(line 46):
Error: Required token = [#END] or [$Species_Name:], found [$Countermeasure Type:   Shivan CM].

Further discussion in the thread: http://www.hard-light.net/forums/index.php?topic=86621

 

Offline Swifty

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Re: Deferred Lighting and soft shadows
Are people still having issues running the build? If not, I'm waiting for screenshots and cross posts in the Celebration of Freespace thread :P

 

Offline niffiwan

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Re: Deferred Lighting and soft shadows
Yeah, unfortunately having issues running the build, but it's probably a Linux thing in my case.

FYI - here are some updates so gcc can compile it, I haven't spent much time on finding the cause of the crashes.

update:  FYI - this is the stack from the crash (running DEBUG, so maybe it'll work in release...)

Code: [Select]
(gdb) bt
#0  0x00007ffff5572425 in __GI_raise (sig=<optimised out>) at ../nptl/sysdeps/unix/sysv/linux/raise.c:64
#1  0x00007ffff5575b8b in __GI_abort () at abort.c:91
#2  0x00000000009dfab2 in debug_int3 (file=0xa9c9a1 "graphics/gropenglshader.cpp", line=771) at osapi/osapi_unix.cpp:250
#3  0x000000000056205e in opengl_shader_get_attribute (attribute_text=0xb0dc02 "model_id") at graphics/gropenglshader.cpp:771
#4  0x000000000057bef3 in opengl_init_arrays (vbp=0x290a570, bufferp=0x3ce5e48) at graphics/gropengltnl.cpp:666
#5  0x00000000005721e4 in opengl_render_pipeline_fixed (start=0, bufferp=0x3ce5e48, datap=0x3d06db0, flags=24) at graphics/gropengltnl.cpp:982
#6  0x00000000005716b2 in opengl_render_pipeline_program (start=0, bufferp=0x3ce5e48, datap=0x3d06db0, flags=24) at graphics/gropengltnl.cpp:743
#7  0x00000000005713b2 in gr_opengl_render_buffer (start=0, bufferp=0x3ce5e48, texi=0, flags=24) at graphics/gropengltnl.cpp:1315
#8  0x00000000007360a7 in gr_render_buffer (start=0, bufferp=0x3ce5e48, texi=0, flags=24) at ./graphics/2d.h:793
#9  0x0000000000751733 in DrawList::renderBuffer (this=0x7fffffffdb18, render_elements=...) at model/modelrender.cpp:309
#10 0x0000000000751eb0 in DrawList::renderAll (this=0x7fffffffdb18, blend_filter=-1) at model/modelrender.cpp:499
#11 0x0000000000757ed6 in model_immediate_render (model_num=300, orient=0xe4f2ac, pos=0x10ea660, flags=66368, objnum=-1, lighting_skip=-1, replacement_textures=0x0, render=3) at model/modelrender.cpp:2053
#12 0x000000000068acd7 in techroom_ships_render (frametime=0.238006592) at menuui/techmenu.cpp:568
#13 0x000000000068dd82 in techroom_do_frame (frametime=0.238006592) at menuui/techmenu.cpp:1382
#14 0x00000000004516dc in game_do_state (state=7) at freespace2/freespace.cpp:6613
#15 0x000000000051a307 in gameseq_process_events () at gamesequence/gamesequence.cpp:409
#16 0x0000000000452c99 in game_main (cmdline=0x244f800 "") at freespace2/freespace.cpp:7189
#17 0x0000000000453047 in main (argc=1, argv=0x7fffffffe268) at freespace2/freespace.cpp:7323
(gdb) frame 3
#3  0x000000000056205e in opengl_shader_get_attribute (attribute_text=0xb0dc02 "model_id") at graphics/gropenglshader.cpp:771
(gdb) print Current_shader
$1 = (opengl_shader_t *) 0x0
(gdb) print attribute_text
$2 = 0xb0dc02 "model_id"
(gdb)




update2: nope, when using a release exec entering the techroom causes FSO to display a completely black screen and stop responding. Enter a mission and ships are invisible. The target gauge (lower left) displays the targeted ship model OK though  :confused:
« Last Edit: March 20, 2014, 02:07:10 am by niffiwan »
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline The E

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Re: Deferred Lighting and soft shadows
Log?
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline niffiwan

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  • Eluder Class
Re: Deferred Lighting and soft shadows
 :banghead:

Thanks for that, I can't believe I forgot to check the log :(  There's some interesting stuff in the OpenGL extension querying, and at the end.

Code: [Select]
Opened log '/home/mememe/.fs2_open/data/fs2_open.log', Thu Mar 20 17:17:01 2014 ...
os_config_read_string(): section = "Default", name = "VideocardFs2open", default value: "NULL"
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -spec_exp 11
  -fov 0.5
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 40
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -dualscanlines
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps_2014
  -window
  -res 1600x900
  -nograb
Building file index...
Found root pack '/ssd/fso/mediavps_2014/MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack '/ssd/fso/mediavps_2014/MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack '/ssd/fso/mediavps_2014/MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack '/ssd/fso/mediavps_2014/MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack '/ssd/fso/mediavps_2014/MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack '/ssd/fso/mediavps_2014/MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack '/ssd/fso/mediavps_2014/MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack '/ssd/fso/mediavps_2014/MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack '/ssd/fso/mediavps_2014/MV_Root.vp' with a checksum of 0x107a739e
Found root pack '/ssd/fso/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/ssd/fso/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/ssd/fso/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/ssd/fso/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/ssd/fso/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/ssd/fso/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/ssd/fso/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/ssd/fso/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/ssd/fso/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/ssd/fso/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/ssd/fso/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/home/mememe/.fs2_open/mediavps_2014/' ... 47 files
Searching root '/home/mememe/.fs2_open/' ... 112 files
Searching root '/ssd/fso/mediavps_2014/' ... 0 files
Searching root pack '/ssd/fso/mediavps_2014/MV_A-Glows.vp' ... 1735 files
Searching root pack '/ssd/fso/mediavps_2014/MV_Advanced.vp' ... 1654 files
Searching root pack '/ssd/fso/mediavps_2014/MV_Assets.vp' ... 2015 files
Searching root pack '/ssd/fso/mediavps_2014/MV_CB_ANI_1.vp' ... 32 files
Searching root pack '/ssd/fso/mediavps_2014/MV_CB_ANI_2.vp' ... 57 files
Searching root pack '/ssd/fso/mediavps_2014/MV_Effects.vp' ... 2063 files
Searching root pack '/ssd/fso/mediavps_2014/MV_Music.vp' ... 32 files
Searching root pack '/ssd/fso/mediavps_2014/MV_RadarIcons.vp' ... 24 files
Searching root pack '/ssd/fso/mediavps_2014/MV_Root.vp' ... 848 files
Searching root '/ssd/fso/' ... 15 files
Searching root pack '/ssd/fso/multi-mission-pack.vp' ... 110 files
Searching root pack '/ssd/fso/multi-voice-pack.vp' ... 307 files
Searching root pack '/ssd/fso/root_fs2.vp' ... 157 files
Searching root pack '/ssd/fso/smarty_fs2.vp' ... 10 files
Searching root pack '/ssd/fso/sparky_fs2.vp' ... 3027 files
Searching root pack '/ssd/fso/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/ssd/fso/stu_fs2.vp' ... 2355 files
Searching root pack '/ssd/fso/tango1_fs2.vp' ... 32 files
Searching root pack '/ssd/fso/tango2_fs2.vp' ... 15 files
Searching root pack '/ssd/fso/tango3_fs2.vp' ... 10 files
Searching root pack '/ssd/fso/warble_fs2.vp' ... 52 files
Found 24 roots and 16046 files.
os_config_read_string(): section = "Default", name = "Language", default value: "NULL"
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
os_config_read_string(): section = "Default", name = "Language", default value: "English"
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.13

os_config_read_string(): section = "Sound", name = "PlaybackDevice", default value: "NULL"
os_config_read_string(): section = "Sound", name = "CaptureDevice", default value: "NULL"
  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: PulseAudio Default
  Capture device: PulseAudio Default
... OpenAL successfully initialized!
Failed to init speech
os_config_read_string(): section = "Default", name = "VideocardFs2open", default value: "NULL"
Initializing OpenGL graphics device at 1600x900 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 4
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 4
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTS 450/PCIe/SSE2
  OpenGL Version   : 4.2.0 NVIDIA 304.116

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Using extension "GL_ARB_uniform_buffer_object".
  Found extension "GL_EXT_transform_feedback", but can't find the required function "glBeginTransformFeedbackEXT()".  Extension will be disabled!
  Using extension "GL_ARB_draw_instanced".
  Found special extension function "glXSwapIntervalSGI".

os_config_read_string(): section = "Default", name = "OGL_AnisotropicFilter", default value: "1.0"
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Geometry Shader Generated Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
   Loading built-in default shader for: soft-g.sdr
Shader features:
   Trails
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr
  Compiling post-processing shader 8 ...
   Loading built-in default shader for: shadowdebug-v.sdr
   Loading built-in default shader for: shadowdebug-f.sdr
  Compiling post-processing shader 9 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
   Loading built-in default shader for: blur-g.sdr
  Compiling post-processing shader 10 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
   Loading built-in default shader for: blur-g.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 816 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
os_config_read_string(): section = "Default", name = "GammaD3D", default value: "1.0"
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
os_config_read_string(): section = "PXO", name = "Login", default value: "NULL"
os_config_read_string(): section = "PXO", name = "Password", default value: "NULL"
os_config_read_string(): section = "PXO", name = "SquadName", default value: "NULL"
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
os_config_read_string(): section = "Default", name = "ConnectionSpeed", default value: "Fast"

Joystick INITTED!

Using 'Logitech Logitech Extreme 3D' as the primary joystick:
  Number of axes: 4
  Number of buttons: 12
  Number of hats: 1
  Number of trackballs: 0

Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 206
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
os_config_read_string(): section = "Default", name = "LastPlayer", default value: "NULL"
PLR => Loading 'tester.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file '77th.pcx'
PLR => Loading complete!
PLR => Verifying 'Strobe2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'pi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-VassagoD.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Antagonist.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'niffiwan.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'diaspora.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-ant8.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'StrobeTest.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Strobe.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'BTA-demo.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Niffi-BPWIH.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Chief_Windmills.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'tester.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TBP.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'fsport.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TIE.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'jad.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'BP-WIH.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'tester.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file '77th.pcx'
PLR => Loading complete!
CSG => Loading 'tester.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
CSG => Loading 'tester.FreeSpace2.csg' with version 3...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Shader features:
   Geometry Transformation
   Shadow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Deferred lighting
   Clip Plane
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xc6f91c19, IBX checksum: 0xde0e1dd6 -- "fighter01.pof"
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
   Loading built-in default shader for: main-g.sdr
Geometry shader failed to compile:
0(22) : warning C7532: global variable gl_ClipDistance requires "#version 130" or later
0(22) : error C1008: undefined variable "gl_ClipDistanceIn"

ERROR! Unable to create fragment shader!
  Shader in_error!  Disabling GLSL model rendering!
Int3(): From graphics/gropenglshader.cpp at line 771
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Swifty

  • 210
  • I reject your fantasy & substitute my own
Re: Deferred Lighting and soft shadows
Looks like I forgot to remove my experimental code involving clip distances. I'll take care of them tonight. Thank you for reporting.

 

Offline Swifty

  • 210
  • I reject your fantasy & substitute my own
Re: Deferred Lighting and soft shadows
Try this build. I removed the clip distance references in the geometry shader (they weren't really doing anything anyway)

http://www.mediafire.com/download/b468cg61y83dkig/shadows.zip

 

Offline Ace

  • Truth of Babel
  • 212
    • http://www.lordofrigel.com
Re: Deferred Lighting and soft shadows
Swifty I tested the deferred lighting build with Diaspora assets, seems great minus one issue:

The nameplate on the Shuttle MK2 is black with that build (the numbers are fine but the rest of the texture is black).

That's not an issue it looks like with the non-deferred 3_7_1 build on the Diaspora SVN.

Any ideas what might cause a compatibility issue with some nameplate textures?

Edit- looks like an issue with the MK1 shuttle nameplate too.
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Deferred Lighting and soft shadows
I see two issues right now:

1. Team colors do not seem to work.
2. This seems to happen while a ship is coming into or out of subspace:


Note the apparent corruption on the beam turrets there.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Swifty

  • 210
  • I reject your fantasy & substitute my own
Re: Deferred Lighting and soft shadows
Is there a mod I can play that specifically uses team colors? And which mod is that screenshot from?

Nameplate issues may be how differently transparent polies are handled in the pipeline than the old model rendering code. I'll take a look at that as well.

 

Offline The E

  • He's Ebeneezer Goode
  • Moderator
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Re: Deferred Lighting and soft shadows
That's from the BP2-Part 2 intro. That mission demonstrates both the team color issue and the one pictured above; For reference purposes, see this vid:
Note how, in the initial few seconds as the camera flys past the Karuna's rotator, the tips of the rotator are supposed to be red, in your build, they appear grey.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns